Game machine
The gaming machine addresses the issue of reduced player interest by incorporating a transparent swinging element that allows players to visually track the game state, ensuring the swing effect does not interfere with other game events, thus enhancing engagement.
Patent Information
- Application Number
- JP2025064803
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-10
- Publication Date
- 2025-06-26
- Estimated Expiration
- 2043-06-29
AI Technical Summary
Gaming machines with swing effects can reduce player interest by inadvertently affecting unrelated events during the execution of the swing effect.
A gaming machine designed to execute a variable game with multiple columns of symbols, featuring a transparent part that can swing along with the swing effect, allowing players to visually recognize the game state through the transparent part.
The solution helps maintain player interest by ensuring that the swing effect does not inadvertently affect other game events, providing a more engaging gaming experience.
Smart Images

Figure 2025096498000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, among pachinko gaming machines which are an example of gaming machines, there are those provided with swing means that can swing (for example, Patent Document 1). In a pachinko gaming machine provided with swing means, a swing effect can be executed by the swing means swinging.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in a gaming machine configured to be able to execute a swing effect, there is a risk of reducing the player's interest by affecting an event different from the swing effect as the swing effect is executed.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems is a gaming machine configured to be able to execute a variable game using a plurality of columns of symbols and to be able to visually recognize the variable game through a transparent part. The gaming machine includes a body member having game execution means capable of executing a variable game, an opening / closing member provided on the front side of the body member and capable of opening and closing with respect to the body member, swing means capable of swinging, and effect control means capable of executing control related to the execution of an effect. The opening / closing member is provided with the transparent part and the swing means. The effect includes a swing effect that can be executed by the swing means swinging. Along with the execution of the swing effect, the transparent part can swing. Regarding the state of the plurality of columns of symbols in the variable game, there are a variable state in which at least some of the columns of symbols change, a special stop state in which all the columns of symbols swing, and a specific stop state in which all the columns of symbols definitely stop. In the variable game, the result of the variable game is derived by all the columns of symbols definitely stopping. In the special stop state, all the columns of symbols may repeat a displacement of a first displacement amount. When the swing effect is being executed, the transparent part may repeat a displacement of a second displacement amount. A winning game can be executed according to the result of the variable game. The effect includes a cautionary effect regarding diving in. The cautionary effect can be executed during at least a part of the winning game. When a predetermined number of variable games are executed, the execution probability of the swing effect in a state where the cautionary effect is not being executed is higher than the execution probability of the swing effect in a state where the cautionary effect is being executed.
Effect of the Invention
[0006] According to the present invention, it is possible to suppress a decrease in the interest of the player.
Brief Description of the Drawings
[0007]
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DETAILED DESCRIPTION OF THE INVENTION
[0008] An embodiment of a pachinko gaming machine will be described. In the following description, up, down, left, right, front (front side), and back (back side) indicate the respective directions when viewed from the player. As shown in FIGS. 1 and 2, a pachinko gaming machine 10 (hereinafter referred to as the gaming machine 10), which is an example of a gaming machine, includes a frame body 11. The frame body 11 is composed of an outer frame 11a, a middle frame 11b, and a front frame 11c. The outer frame 11a is fixed to island facilities such as a game parlor. The middle frame 11b is supported so as to be openable and closable with respect to the outer frame 11a. The middle frame 11b holds a game board YB. The front frame 11c is supported so as to be openable and closable with respect to the middle frame 11b. The front frame 11c has a transparent portion 12 that covers a game area YBa of the game board YB and a support portion 20 that supports the transparent portion 12. The transparent portion 12 is supported so as to be displaceable in the vertical direction. In the present embodiment, the transparent portion 12 is glass. However, the transparent portion 12 may be an acrylic plate. The transparent portion 12 is preferably a member with high transparency that enables visual recognition of the game area YBa through the transparent portion 12. In FIG. 1, although the transparent portion 12 is partially shown and the illustration is omitted, actually it covers the entire opening 21 of the front frame 11c. The front frame 11c corresponds to a first frame body provided with the transparent portion 12.
[0009] The gaming machine 10 includes a firing handle HD. The gaming machine 10 is configured to be able to fire a game ball as a game medium when the firing handle HD is operated. The firing handle HD is provided on the front frame 11c. In the present embodiment, the firing handle HD corresponds to an operation means operable by a player.
[0010] The gaming machine 10 includes a decorative lamp LA. The decorative lamp LA is capable of performing a light emission effect of lighting, blinking, and extinguishing a built-in light emitter. The decorative lamp LA is capable of performing a light emission notification of lighting, blinking, and extinguishing a built-in light emitter. The decorative lamp LA is provided on the front frame 11c. The gaming machine 10 includes a speaker SP. The speaker SP is capable of performing a sound effect of outputting a predetermined sound. The speaker SP is capable of performing a sound notification of outputting a predetermined sound. For example, the predetermined sound is a music piece, a sound effect, and a human voice reading a predetermined string. The speaker SP is provided on the front frame 11c.
[0011] The gaming machine 10 includes an effect display device EH. The effect display device EH has an image display unit GH capable of displaying images. For example, the image display unit GH is a liquid crystal panel, an organic EL panel, or the like. The effect display device EH is capable of executing a display effect for displaying a predetermined image. The effect display device EH is capable of executing a display notification for displaying a predetermined image. For example, the predetermined image is an image such as an effect symbol, a character, a landscape, a character string, a number, and a symbol. In the present embodiment, the effect display device EH corresponds to a notification means capable of executing a predetermined notification. The effect display device EH is assembled to the game board YB so that the image display unit GH can be visually recognized through the transparent portion 12. That is, the effect display device EH is provided in the middle frame 11b. In the present embodiment, the middle frame 11b corresponds to the second frame body in which the effect display device EH is provided.
[0012] The gaming machine 10 includes a swing device 14. The swing device 14 is provided in the front frame 11c. The swing device 14 is configured to be capable of generating shaking by the swing device 14 itself swinging. In the present embodiment, the swing device 14 is an eccentric motor. The swing device 14 includes a weight with an eccentricity in the center of gravity and a DC motor. The rotation speed of the DC motor varies according to the input voltage. The number of swings (the number of shakes) of the swing device 14 varies according to the rotation speed of the DC motor. The number of swings of the swing device 14 increases as the rotation speed of the DC motor increases. The swing amplitude of the swing device 14 varies according to the mass of the weight and the eccentricity (degree of eccentricity). The swing amplitude of the swing device 14 increases as the mass of the weight increases. The swing amplitude of the swing device 14 increases as the eccentricity increases. The swing amplitude of the swing device 14 can be regarded as the amount of displacement by which the swing device 14 can be displaced.
[0013] In the gaming machine 10, a swing effect can be executed by swinging the swing device 14. The swing device 14 is provided below the transmission part 12. The swing device 14 is provided at a position close to the lower end of the support part 20. The swing device 14 can apply the generated shaking to the transmission part 12 via the support part 20. That is, the transmission part 12 swings as the swing device 14 swings. The gaming machine 10 is configured to be able to execute a swing effect in which the transmission part 12 swings when the swing device 14 swings. In the present embodiment, the swing device 14 corresponds to a swing means that can swing.
[0014] Here, the swing device 14 is provided below the transmission part 12 and the effect display device EH. The swing device 14 is provided at a position closer to the transmission part 12 than the effect display device EH. Specifically, the vertical distance from the upper end of the swing device 14 to the lower end of the transmission part 12 is shorter than the vertical distance from the upper end of the swing device 14 to the lower end of the effect display device EH. The swing device 14 is provided on the player side (front side) of the effect display device EH. The swing device 14 is provided directly below or substantially directly below the transmission part 12. Therefore, the distance in the front-rear direction (hereinafter referred to as the depth direction) perpendicular to the vertical direction from the swing device 14 to the transmission part 12 is shorter than the depth direction distance from the swing device 14 to the effect display device EH. Therefore, the distance from the swing device 14 to the effect display device EH is longer than the distance from the swing device 14 to the transmission part 12.
[0015] As shown in FIG. 3, the gaming machine 10 includes a first special symbol display unit 13a and a second special symbol display unit 13b as display units capable of displaying a special symbol variation game (hereinafter referred to as a special game). In the special game, the special symbol is variably displayed and finally stops and is fixedly displayed. The special symbol is a symbol for notifying the result of a winning lottery as the result of the special game. There are a first special game and a second special game in the special game. The first special symbol display unit 13a displays a first special game in which a first special symbol, which is an example of the special symbol, finally stops and is fixedly displayed. The second special symbol display unit 13b displays a second special game in which a second special symbol, which is an example of the special symbol, finally stops and is fixedly displayed. In this specification, "variable display" of a symbol means that the type of the symbol changes and is displayed over time. In this specification, "fixed stop display" of a symbol means that the type of the symbol does not change over time and the symbol is fixedly stopped and displayed. The second special game is preferentially executed with respect to the first special game. The first special game and the second special game are not executed simultaneously in parallel.
[0016] The special symbols include a jackpot symbol and a losing symbol. In the gaming machine 10, when winning the jackpot in the winning lottery, the jackpot symbol is fixedly stopped and displayed in the special game, and after the end of the special game, a jackpot game occurs (is awarded). In the gaming machine 10, when not winning the jackpot in the winning lottery, the losing symbol is fixedly stopped and displayed in the special game.
[0017] The gaming machine 10 includes a first special hold display unit 13c. The first special hold display unit 13c displays information capable of specifying the number of times of the first special game (hereinafter referred to as the first special hold number) that is held because the hold condition is satisfied but the execution condition is not satisfied yet. The gaming machine 10 includes a second special hold display unit 13d. The second special hold display unit 13d displays information capable of specifying the number of times of the second special game (hereinafter referred to as the second special hold number) that is held because the hold condition is satisfied but the execution condition is not satisfied yet. In the present embodiment, the upper limit numbers of the first special hold number and the second special hold number are each 4.
[0018] The gaming machine 10 includes a normal symbol display unit 13e. The normal symbol display unit 13e displays a normal game. In the normal game, normal symbols are variably displayed and finally stop and are fixedly displayed. The normal symbols are symbols for notifying the result of a normal lottery as the result of the normal game. The normal symbols include normal winning symbols and normal losing symbols. In the gaming machine 10, when winning a normal win in the normal lottery, the normal winning symbol is fixedly stopped and displayed in the normal game, and after the end of the normal game, a normal winning game is generated (awarded). In the gaming machine 10, when not winning a normal win in the normal lottery, the normal losing symbol is fixedly stopped and displayed in the normal game. The gaming machine 10 includes a normal hold display unit 13f. The normal hold display unit 13f displays information capable of specifying the number of normal games (hereinafter referred to as the normal hold number) whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. In the present embodiment, the upper limit number of the normal hold number is 4.
[0019] On the front side of the game board YB provided in the gaming machine 10, a game area YBa through which game balls, which are an example of game media, flow down is formed. In the game board YB, an opening window YBb is formed substantially at the center in a front view. A center frame W with various designs is assembled in the opening window YBb.
[0020] The gaming machine 10 includes a first start port 15. The gaming machine 10 includes a first start sensor SE1 (shown in FIG. 4) for detecting a game ball that has entered the first start port 15. In the gaming machine 10, when a game ball is detected by the first start sensor SE1, the hold condition for the first special game may be satisfied, and the payout condition for a predetermined number of prize balls is satisfied. The first start port 15 is always open so that a game ball can enter.
[0021] The gaming machine 10 includes a second start port 16. The gaming machine 10 includes a second start sensor SE2 that detects a game ball having entered the second start port 16 (shown in FIG. 4). In the gaming machine 10, when a game ball is detected by the second start sensor SE2, the reservation condition for the second special game can be satisfied, and the payout condition for a predetermined number of prize balls is satisfied. The gaming machine 10 includes a normal variable member 17 that can operate between a first state in which a game ball can enter the second start port 16 and a second state in which a game ball cannot enter the second start port 16. The gaming machine 10 includes a normal solenoid SL1 as means for operating the normal variable member 17 (shown in FIG. 4). The normal variable member 17 is operated to the first state in a normal winning game.
[0022] The gaming machine 10 includes a big winning port 18. The gaming machine 10 includes a special winning sensor SE3 that detects a game ball having entered the big winning port 18 (shown in FIG. 4). In the gaming machine 10, when a game ball is detected by the special winning sensor SE3, the payout condition for a predetermined number of prize balls is satisfied. The gaming machine 10 includes a special variable member 19 that can operate between a first state in which a game ball can enter the big winning port 18 and a second state in which a game ball cannot enter the big winning port 18. The gaming machine 10 includes a special solenoid SL2 as means for operating the special variable member 19 (shown in FIG. 4). The special variable member 19 is operated to the first state in a big win game.
[0023] The gaming machine 10 includes a gate 25. The gaming machine 10 includes a normal start sensor SE4 that detects a game ball having entered the gate 25 (shown in FIG. 4). In the gaming machine 10, when a game ball is detected by the normal start sensor SE4, the reservation condition for the normal game can be satisfied, while the payout condition for prize balls is not satisfied.
[0024] The gaming machine 10 includes an out port 27. The out port 27 is formed at the lower end of the game area YBa. Among the game balls launched into the game area YBa, the game balls that have not entered any of the first start port 15, the second start port 16, and the big winning port 18 are discharged outside the machine from the out port 27.
[0025] The gaming machine 10 can adjust the launching intensity of the game balls according to the operation amount (rotation amount) of the launching handle HD. In the gaming machine 10, the game balls can be distributed so as to flow down either in the left area or the right area of the center frame W. A first starting port 15 is arranged in the flow path R1 of the game balls in the left area. In the gaming machine 10, it is possible to make the game balls enter the first starting port 15 by launching the game balls so as to flow down in the left area of the game area YBa. In the following description, launching the game balls at the launching intensity at which the game balls are launched so as to flow down in the left area among the launching intensities of the game balls is referred to as "left hitting". A second starting port 16, a big winning port 18, and a gate 25 are arranged in the flow path R2 of the game balls in the right area. In the gaming machine 10, it is possible to make the game balls enter the second starting port 16, the big winning port 18, and the gate 25 by launching the game balls so as to flow down in the right area of the game area YBa. In the following description, launching the game balls at the launching intensity at which the game balls are launched so as to flow down in the right area among the launching intensities of the game balls is referred to as "right hitting".
[0026] The gaming machine 10 includes a movable body EY. In the present embodiment, the movable body EY has a shape imitating a full moon. However, it is not limited to this, and the movable body EY may have a shape imitating a character or a figure. The movable body EY is provided on the game board YB. The movable body EY is provided in front of the effect display device EH. The movable body EY includes a stepping motor SM as a means for displacing the movable body EY (shown in FIG. 4). The movable body EY is configured to be displaceable between the original position GI and the effect position EI. In FIG. 3, the movable body EY when located at the original position GI is shown by a solid line, and the movable body EY when located at the effect position EI is shown by a two-dot chain line. The effect position EI is a position that protrudes closer to the center of the image display portion GH in a front view compared to the original position GI. Also, the effect position EI is a position where, when viewed from the player, the area where the movable body EY overlaps with the image display portion GH (image display area) is wider compared to the original position GI. For this reason, when the movable body EY is located at the effect position EI, the image display portion GH (image display area) becomes more difficult to visually recognize compared to when the movable body EY is located at the original position GI. In the present embodiment, the original position GI corresponds to the first position. The effect position EI corresponds to the second position. The gaming machine 10 is configured to be able to execute a movable body effect in which the movable body EY is displaced. In the present embodiment, the movable body EY corresponds to a movable part.
[0027] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 is equipped with a probability variation function for varying the big win probability to a high probability and a ball entry assistance function for assisting the entry of game balls into the second start port 16. The gaming state in the gaming machine 10 is configured by combining the operating states (operating and non-operating) of these functions.
[0028] The probability variation function (hereinafter referred to as the probability variation function) will be described. The gaming machine 10 has a plurality of probability states as states with different jackpot probabilities. The plurality of probability states include a low-probability state and a high-probability state with a higher jackpot probability than the low-probability state. When the probability variation function is activated, the probability state shifts from the low-probability state to the high-probability state, increasing the likelihood of winning the jackpot in the winning lottery. Therefore, the high-probability state is more advantageous for the player than the low-probability state.
[0029] The ball entry assistance function will be described. The ball entry assistance function is a function that assists the entry of balls into the second start port 16, which is the so-called "electric support function". The gaming machine 10 has a plurality of ball entry states as states with different ball entry rates into the second start port 16. The plurality of ball entry states include a non-time reduction state and a time reduction state with a higher ball entry rate per unit time into the second start port 16 than the non-time reduction state. The time reduction state is the so-called "electric support state", "high base state". The non-time reduction state is the so-called "non-electric support state", "low base state". In the time reduction state and the non-time reduction state, the ball entry rate per unit time into the first start port 15 is the same. In the time reduction state, the ball entry rate per unit time into the second start port 16 is improved, making it easier for the game balls to enter the second start port 16 than the first start port 15. Therefore, in the time reduction state, it is recommended to hit the ball to the right so that the game balls can easily enter the second start port 16. On the other hand, in the non-time reduction state, the ball entry rate per unit time into the second start port 16 is lower than that in the time reduction state, and it is difficult for the game balls to enter the second start port 16 than the first start port 15, so it is recommended to hit the ball to the left. In the gaming machine 10, when the ball entry assistance function is activated, the ball entry state shifts from the non-time reduction state to the time reduction state. In the time reduction state, the ball entry rate per unit time into the second start port 16 is improved, making it easier to satisfy the hold condition of the second special game and the payout condition of the bonus balls accompanying the entry of balls into the second start port 16 than in the non-time reduction state. Therefore, the time reduction state is more advantageous for the player than the non-time reduction state.
[0030] For example, the time-saving state can be realized by executing any one of the three controls described below, or by combining and executing a plurality of controls. The first control is a control that shortens the variation time of the normal game compared to the non-time-saving state. The second control is a control that varies the normal winning probability in the normal lottery to a higher probability than in the non-time-saving state. The third control is a control that lengthens the time during which the normal variable member 17 is in the first state in one normal winning game compared to the non-time-saving state. Note that as the third control, it is preferable to perform at least one of a control that increases the number of times the normal variable member 17 operates to the first state in one normal winning game compared to the non-time-saving state, and a control that lengthens the time from when the normal variable member 17 operates to the first state to when it operates to the second state in the normal winning game compared to the non-time-saving state.
[0031] The time-saving state may also be realized by combining the fourth control described below. The fourth control is a control that shortens the variation time (average variation time) of the special game compared to the non-time-saving state. As a result, in the time-saving state, the average variation time of the special game is shorter than in the non-time-saving state. The average variation time of the special game can be obtained by dividing the integrated time of the variation time in the special game per unit number by the unit number assuming that the special game of the unit number is executed. In the time-saving state, the number of times of the special game that can be substantially executed per unit time increases compared to the non-time-saving state. That is, the digestion efficiency of the hold of the special game is improved.
[0032] The jackpot will be described. The gaming machine 10 includes a plurality of types of jackpot symbols as the special symbol jackpot symbols. The type of the jackpot symbol is also the type of the jackpot. The jackpot symbols are classified into one or more types. In the present embodiment, they are classified into two types: a normal symbol and a specific symbol. In the gaming machine 10, a jackpot game corresponding to the type of the jackpot symbol (type of the jackpot) is provided.
[0033] In a big win game, first, an opening effect that can identify the start of the big win game is performed over a predetermined opening time. In the big win game, after the passage of the opening time, a round game that opens the big winning opening 18 is performed with a predetermined upper limit number of times as the upper limit. One round game ends when a predetermined upper limit number of game balls enter or when a predetermined upper limit time elapses. In the round game, the big winning opening 18 is opened in a predetermined opening mode. In the big win game, it is possible to acquire game balls when game balls enter the big winning opening 18. For this reason, in the big win game, it is recommended to hit the ball to the right so that the game ball easily enters the big winning opening 18. Since the big win game can increase the number of game balls owned by the player, it is a particularly advantageous state for the player. In the present embodiment, the occurrence (granting) of the big win game corresponds to being controlled to an advantageous state. In each round game, a round effect is performed. In the big win game, when the final round game ends, an ending effect that can identify the end of the big win game is performed over a predetermined ending time. The big win game ends as the ending time elapses.
[0034] The display effects executable by the effect display device EH will be described. In the effect display device EH, as one of the display effects, an effect game is displayed. In the effect game, a plurality of columns of effect symbols are variably displayed, and finally, the combination of effect symbols (hereinafter referred to as symbol combination) is fixedly stopped and displayed. In the present embodiment, the effect game corresponds to a variable game. The effect symbols are also called "ornamental symbols" or "decoration symbols". In the present embodiment, the effect game is performed by variably displaying (scrolling display) the effect symbols of the left symbol column HZ, the middle symbol column NZ, and the right symbol column MZ in a predetermined direction (in the present embodiment, the downward direction). There are nine types of effect symbols from "1" to "9" in the effect symbols of the present embodiment. In the present embodiment, the effect game is performed by scrolling display such as "1" → "2" → "3" → ··· "8" → "9" → "1" → ···. In the present embodiment, the effect symbols correspond to predetermined symbols.
[0035] The performance game starts and ends together with the special game. In the performance game, as a result of the performance game, a plurality of columns of performance symbols are determined and stopped for display. In the performance game, a symbol combination corresponding to the special symbol determined and stopped for display in the special game is determined and stopped for display. The fact that the symbol combination is determined and stopped for display in the performance game corresponds to the derivation of the result of the performance game. When the jackpot symbol is determined and stopped for display in the special game, in the performance game, the jackpot symbol combination is determined and stopped for display. Therefore, when the jackpot symbol combination is determined and stopped for display as a result of the performance game, it is possible to specify that a jackpot game is awarded. The jackpot symbol combination is a symbol combination in which the performance symbols of all the symbol columns are the same performance symbol, such as "777". In the present embodiment, the fact that the jackpot symbol combination is determined and stopped for display as a result of the performance game corresponds to the derivation of a special result as a result of the performance game. When the losing symbol is determined and stopped for display in the special game, in the performance game, the losing symbol combination is determined and stopped for display. The losing symbol combination is a symbol combination in which the performance symbols of at least a part of the symbol columns are different from the performance symbols of other symbol columns, such as "738" or "787".
[0036] In a performance game, when a reach is formed, a reach performance is executed. A reach is a state in which the same performance symbol is temporarily stopped and displayed in a specific symbol sequence of a plurality, and the performance symbol continues to be variably displayed in other symbol sequences. In this specification, "temporarily stopped display" of a symbol means that the symbol is not variably displayed and is shaken and displayed before the symbol is definitely stopped and displayed. "Temporarily stopped display" is also referred to as "once stopped display". In the present embodiment, the left symbol sequence HZ and the right symbol sequence MZ correspond to specific symbol sequences, and the middle symbol sequence NZ corresponds to other symbol sequences. The reach performance includes a normal reach performance (hereinafter referred to as an NR performance) and a super reach performance (hereinafter referred to as an SR performance) that is performed after the start of the NR performance. The SR performance is executed, for example, with content that develops the performance content of the NR performance. The SR performance has a higher jackpot expectation than the NR performance. The jackpot expectation can be calculated by the ratio of the appearance rate in the case of a jackpot to the total appearance rate obtained by adding the appearance rate in the case of a non-jackpot and the appearance rate in the case of a jackpot.
[0037] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 4, the gaming machine 10 includes a main control board 40, a sub-control board 50, and a power supply unit 60. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). The sub-control board 50 performs control related to the execution of the performance based on the various control commands output by the main control board 40.
[0038] First, the main control board 40 will be described. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main CPU 42) and a storage unit. The main CPU 42 executes various processes by executing the main control program. In the storage unit of the microprocessor 41, there is a ROM area (hereinafter referred to as the main ROM 43) where information can be read but not written, and a RWM area (hereinafter referred to as the main RWM 44) where information can be read and written.
[0039] The main ROM 43 stores the main control program, determination values and tables used for various determinations and lotteries. The main ROM 43 stores a jackpot determination value used for determining whether a jackpot has been won in a jackpot lottery. The main ROM 43 stores a jackpot symbol determination value used for the jackpot symbol lottery. The jackpot symbol lottery is a lottery for determining the jackpot symbol that is to be fixedly stopped and displayed when a jackpot is won in the jackpot lottery. The main ROM 43 stores a variation pattern determination value used for the variation pattern lottery. The variation pattern lottery is a lottery for determining the variation pattern.
[0040] The main ROM 43 stores multiple types of variation patterns. The variation pattern is information that can specify the variation time from the start of the variation display of the special symbol until the end of the variation display. That is, the variation time is the time during which the variation display of the special symbol is being performed in the special game. The variation pattern is information that can specify at least a part of the variation content (production content) of the production game performed during the execution of the special game. There are a jackpot variation pattern and a losing variation pattern among the variation patterns. The jackpot variation pattern is a variation pattern that finally fixedly stops and displays the jackpot symbol combination. The production game based on the jackpot variation pattern becomes a variation content in which the jackpot symbol combination is finally fixedly stopped and displayed after passing through the reach production. The losing variation pattern is a variation pattern that finally fixedly stops and displays the losing symbol combination. The production game based on the losing variation pattern becomes a variation content in which the losing symbol combination is finally fixedly stopped and displayed after passing through or without passing through the reach production.
[0041] As shown in FIG. 5, the variation patterns include variation patterns HP11 to HP15. Not limited to this, the variation patterns may include, instead of or in addition to the variation patterns HP11 to HP15, variation patterns different from the variation patterns HP11 to HP15. The variation patterns may include a variation pattern determinable when in the non-time-saving state and a variation pattern determinable when in the time-saving state. In this case, the variation time of the special game defined for the variation pattern determinable when in the time-saving state may be shorter than, or mostly shorter than, the variation time of the special game defined for the variation pattern determinable when in the non-time-saving state.
[0042] The variation pattern HP11 is a variation pattern that finally stops and displays a losing symbol combination without going through a reach effect. The variation pattern HP12 is a variation pattern that finally stops and displays a losing symbol combination after going through an NR effect. The variation pattern HP13 is a variation pattern that finally stops and displays a losing symbol combination after going through an NR effect and an SR effect. The variation pattern HP14 is a variation pattern that finally stops and displays a winning symbol combination after going through an NR effect. The variation pattern HP15 is a variation pattern that finally stops and displays a winning symbol combination after going through an NR effect and an SR effect.
[0043] The main RWM44 stores various information that is rewritten according to the result of the processing by the main CPU42. For example, the information stored in the main RWM44 includes a flag, a counter, a timer, and the like. The microprocessor 41 includes a random number circuit 45 that generates a hardware random number. The microprocessor 41 may be able to generate a software random number by the random number generation processing by the main CPU42. Note that the main CPU42, the main ROM43, the main RWM44, and the random number circuit 45 are not limited to being configured as one chip as the microprocessor 41, and may be configured separately.
[0044] The main control board 40 is connected to sensors SE1 to SE4. The main CPU 42 is configured to be able to input detection signals output when sensors SE1 to SE4 detect a game ball. The main control board 40 is connected to display units 13a to 13f. The main CPU 42 is configured to be able to control the display contents of display units 13a to 13f. The main control board 40 is connected to solenoids SL1, SL2. The main CPU 42 is configured to be able to control the operations of variable members 17, 19 by controlling the operations of solenoids SL1, SL2.
[0045] The sub-control board 50 will be described. The sub-control board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 performs various processes related to the presentation by executing a sub-control program. The sub-CPU 51 executes processes related to the execution of the presentation based on the control commands input from the main CPU 42. The sub-ROM 52 stores a sub-control program, determination values used for a predetermined lottery, etc. The sub-ROM 52 stores display presentation data used for display presentations, light emission presentation data used for light emission presentations, voice presentation data used for voice presentations, rocking presentation data used for rocking presentations, and movable body presentation data used for movable body presentations. Also, the sub-ROM 52 stores display notification data used for display notifications, light emission notification data used for light emission notifications, and voice notification data used for voice notifications.
[0046] The sub-RWM 53 stores various information that can be rewritten during the operation of the gaming machine 10. For example, the information stored in the sub-RWM 53 includes flags, counters, and timers, etc. Also, the sub-control board 50 is configured to be able to generate software random numbers by random number generation processing by the sub-CPU 51. Note that the sub-control board 50 may be provided with a random number circuit and be able to generate hardware random numbers.
[0047] The sub-control board 50 is connected to the decorative lamp LA. The sub-CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control board 50 is connected to the speaker SP. The sub-CPU 51 is configured to be able to control the output mode of the speaker SP. The sub-control board 50 is connected to the effect display device EH. The sub-CPU 51 is configured to be able to control the display content of the effect display device EH. The sub-control board 50 is connected to the swing device 14. The sub-CPU 51 is configured to be able to control the swing mode of the swing device 14. The sub-control board 50 is connected to the stepping motor SM. The sub-CPU 51 is configured to be able to control the operation mode of the movable body EY by controlling the stepping motor SM. In the present embodiment, the sub-CPU 51 corresponds to effect control means capable of executing control related to the execution of effects.
[0048] Next, the power supply unit 60 will be described. The power supply unit 60 includes a power switch 60a. The power switch 60a can be switched to either an on state or an off state and is configured to maintain the switched operation state. In the present embodiment, in a state where power is being supplied from an external power source to the gaming machine 10, when the power switch 60a is operated from the off state to the on state, power is supplied to each of the control boards 40 and 50. And in the present embodiment, in a state where power is being supplied from an external power source to the gaming machine 10, when the power switch 60a is operated from the on state to the off state, the power supply to each of the control boards 40 and 50 is cut off. Therefore, in order to start the gaming machine 10, with the power switch 60a in the on state, start the power supply from the external power source, or with the power supply from the external power source already on, operate the power switch 60a from the off state to the on state. In this specification, "power supply is started" means that power is supplied to each of the control boards 40 and 50 by operating the power switch 60a or the like, and "power supply is cut off" means that power is not supplied to each of the control boards 40 and 50.
[0049] The gaming machine 10 is equipped with a backup function. The backup function internally holds (backs up) various types of information related to the control of the gaming machine 10 even when the power supply from an external power source is interrupted, and when the power supply is started, restores the state of the gaming machine 10 based on the various types of information held.
[0050] In the present embodiment, the main RWM 44 is configured to be able to hold various types of information stored when the power supply is interrupted for a predetermined period even when the power supply is interrupted. The main RWM 44 is configured to be able to hold various types of information even after the power supply is interrupted by the power supplied from a backup power source (for example, an electric double layer capacitor) mounted on the power supply unit 60. The main RWM 44 may be configured to hold various types of information even after the power supply is interrupted because it is a non-volatile memory that can hold the stored content even in a state where it does not receive power supply.
[0051] In the present embodiment, some or all of the information stored in the main RWM 44 is the object of backup. Among the various types of information that are the object of backup in the main RWM 44, there is game information related to the progress of the game. For example, the game information includes information related to special games, information related to jackpot games, information related to the game state, and information related to the payout of bonus balls. The information related to special games includes, for example, information that can identify the first special reservation number and the second special reservation number, various types of random number information, information that can identify the lottery result of the winning lottery, information that can identify the variation pattern, and information that can identify the special symbol to be fixedly stopped and displayed in the special game. The information related to jackpot games includes information that can identify the progress status of the jackpot game. The information related to the game state includes information that can identify the operating status of the probability variation function and the ball entry assistance function. The information related to the payout of bonus balls includes information that can identify the number of un-paid-out bonus balls.
[0052] In addition, the gaming machine 10 of the present embodiment includes an RWM clear switch (not shown) that can initialize various types of information stored in the main RWM 44. The main CPU 42 is connected to the RWM clear switch via an RWM clear switch circuit. The main CPU 42 is configured to be able to input an operation signal output when the RWM clear switch is operated (pressed). When the main CPU 42 inputs an operation signal indicating that the RWM clear switch has been operated at the start of power supply, the main CPU 42 executes a process of initializing various types of information stored in the main RWM 44 (hereinafter referred to as the main initialization process).
[0053] In the present embodiment, the sub-RWM 53 is configured to be able to hold various types of information stored when the power supply is cut off for a predetermined period even when the power supply is cut off. The sub-RWM 53 is configured to be able to hold various types of information even after the power supply is cut off by the power supplied from the backup power supply mounted on the power supply unit 60. The sub-RWM 53 may be a non-volatile memory that can hold the stored content even when not receiving power supply, so that it can hold various types of information even after the power supply is cut off.
[0054] In the present embodiment, some or all of the information stored in the sub-RWM 53 is subject to backup. Among the various types of information subject to backup in the sub-RWM 53, there is production information that can identify the execution status of the production. For example, the production information is information that can identify the production being executed. The sub-CPU 51 executes a process of initializing various types of information stored in the sub-RWM 53 (hereinafter referred to as the sub-initialization process) based on control information (an initialization command described later) input along with the execution of the main initialization process. In addition to this, the gaming machine 10 may include a sub-RWM clear switch that can initialize various types of information stored in the sub-RWM 53. In this case, when the sub-RWM clear switch is operated and an operation signal is input, the sub-CPU 51 may execute the sub-initialization process.
[0055] Next, various processes performed by the main CPU 42 of the main control board 40 will be described. First, the processing at the start of power supply will be described. In the power-on processing, the main CPU 42 sets the interrupt processing to be prohibited. Next, the main CPU 42 determines whether the RWM clear switch is operated to the on state based on whether an operation signal is input from the RWM clear switch.
[0056] When the RWM clear switch is operated to the on state, the main CPU 42 executes the main initialization processing of the main RWM 44. In the main initialization processing, the main CPU 42 initializes the stored content of the main RWM 44. That is, the main CPU 42 can execute control to initialize the stored content of the main RWM 44 triggered by the start of power supply. Also, the main CPU 42 outputs an initialization command to the sub-control board 50 along with the execution of the main initialization processing. Subsequently, the main CPU 42 controls to be in a state where a special game can be executed. After that, the main CPU 42 ends the main initialization processing, sets the interrupt processing to be permitted, and ends the power-on processing.
[0057] On the other hand, when the RWM clear switch is not operated to the on state, the main CPU 42 checks whether there is a backup abnormality, that is, whether there is an abnormality in the stored content of the main RWM 44. If there is a backup abnormality, the main CPU 42 executes the main initialization processing in the same manner as when the RWM clear switch is operated to the on state.
[0058] On the other hand, when there is no backup abnormality, the main CPU 42 executes the main return process. In the main return process, the main CPU 42 outputs a return command to the sub-control board 50. The return command is information that can identify that power supply has started and that the state returns to the state when the power supply was cut off. In addition, the main CPU 42 outputs information (commands) that can identify various information held (backed up) in the main RWM 44 to the sub-control board 50. Subsequently, the main CPU 42 controls to return to the state when the power supply was cut off based on various information held in the main RWM 44. After that, the main CPU 42 ends the main return process, sets the interrupt process to be permitted, and ends the power-on process.
[0059] Next, various processes realized as interrupt processes performed every predetermined control cycle (4 ms in this embodiment) will be described. First, the special symbol input process will be described.
[0060] In the special symbol input process, the main CPU 42 determines whether or not a game ball has entered the first start port 15 based on whether or not a detection signal is input from the first start sensor SE1. When a game ball enters the first start port 15, the main CPU 42 determines whether or not the first special hold count stored in the main RWM 44 is less than the upper limit number. When the first special hold count is less than the upper limit number, the main CPU 42 adds 1 to the first special hold count and updates it. Subsequently, the main CPU 42 controls the first special hold display unit 13c to display information that can identify the updated first special hold count. The main CPU 42 stores a control command (hereinafter referred to as the first hold command) that can identify the first special hold count in the output buffer. Note that the control command stored in the output buffer is output to the sub-control board 50 by the information output process executed as an interrupt process. Thus, the hold condition for the first special game is established when the first special hold count is less than the upper limit number and a game ball is detected by the first start sensor SE1.
[0061] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45 and stores the random number information based on the acquired random numbers in the main RWM 44. For example, the random numbers are special winning random numbers used for prize draws, jackpot symbol random numbers used for determining jackpot symbols, and variable pattern random numbers used for determining variable patterns, etc. The main CPU 42 stores the random number information so that it can be specified that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves or information obtained by processing the random numbers by a predetermined method. By storing the random number information for the first special game in the main RWM 44, the gaming machine 10 can hold the execution of the first special game until the execution conditions of the first special game are satisfied. That is, the gaming machine 10 is configured to be able to hold the execution of the first special game based on the entry of a game ball into the first start port 15.
[0062] When the random number information for the first special game is stored in the main RWM 44, when no game ball has entered the first start port 15, and when the first special hold count is not less than the upper limit, the main CPU 42 determines whether a game ball has entered the second start port 16 based on whether a detection signal is input from the second start sensor SE2. When no game ball has entered the second start port 16, the main CPU 42 ends the special symbol input process. When a game ball has entered the second start port 16, the main CPU 42 determines whether the second special hold count stored in the main RWM 44 is less than the upper limit. When the second special hold count is not less than the upper limit, the main CPU 42 ends the special symbol input process. When the second special hold count is less than the upper limit, the main CPU 42 increments the second special hold count by 1 and updates it. The main CPU 42 controls the second special hold display unit 13d to display information that can specify the updated second special hold count. The main CPU 42 stores a control command (hereinafter referred to as the second hold command) that can specify the second special hold count in the output buffer. Thus, the hold condition for the second special game is satisfied when the second special hold count is less than the upper limit and a game ball is detected by the second start sensor SE2.
[0063] Next, the main CPU 42 acquires the random number generated by the random number circuit 45 and stores the random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it can be specified that the random number information is for the second special game and the storage order of the random number information. By storing the random number information for the second special game in the main RWM 44, the gaming machine 10 can hold the execution of the second special game until the execution conditions of the second special game are satisfied. That is, the gaming machine 10 is configured to be able to hold the execution of the second special game based on the entry of a game ball into the second start port 16. Thereafter, the main CPU 42 ends the special symbol input process.
[0064] Next, the special symbol start process will be described. In the special symbol start process, the main CPU 42 determines whether the special game can be executed. The main CPU 42 makes an affirmative determination when it is not during a big win game, not during the execution of a special game, and not during the interval period after the end of a special game. On the other hand, the main CPU 42 makes a negative determination when it is during a big win game, during the execution of a special game, or during the interval period after the end of a special game. If the special game cannot be executed, the main CPU 42 ends the special symbol start process. If the special game can be executed, the main CPU 42 determines whether the second special hold count is 1 or more. If the second special hold count is not 1 or more, the main CPU 42 determines whether the first special hold count is less than 1. If the first special hold count is less than 1, the main CPU 42 ends the special symbol start process.
[0065] If the first special reservation number is not less than 1, the main CPU 42 performs a process of executing the first special game. Specifically, the main CPU 42 subtracts 1 from the first special reservation number and updates it. The main CPU 42 controls the first special reservation display unit 13c to display information that can identify the updated first special reservation number. Then, the main CPU 42 conducts a winning lottery. Specifically, the main CPU 42 acquires, from the main RWM 44, the earliest stored random number information among the random number information for the first special game. Subsequently, the main CPU 42 conducts a winning lottery to determine whether to win the jackpot using the special winning random number and the jackpot determination value specified from the acquired random number information. Note that the main CPU 42 conducts the winning lottery with a jackpot probability corresponding to the current probability state (either the high probability state or the low probability state) and determines whether it has won the jackpot. The jackpot probability in the high probability state is higher than that in the low probability state.
[0066] If the main CPU 42 wins the jackpot in the winning lottery, it performs jackpot game processing. In the jackpot game processing, the main CPU 42 conducts a jackpot symbol lottery using the jackpot symbol random number and the jackpot symbol determination value that can be specified from the random number information, and determines the jackpot symbol to be fixedly stopped and displayed in the first special game. Then, the main CPU 42 conducts a variation pattern lottery using the variation pattern random number and the variation pattern determination value that can be specified from the random number information, and selects a variation pattern from among a plurality of types of variation patterns. In the present embodiment, the variation patterns that can be determined when winning the jackpot in the winning lottery are variation pattern HP14 and variation pattern HP15. Thereafter, the main CPU 42 ends the special symbol start process.
[0067] When not winning the big win in the hit lottery, the main CPU 42 performs a losing game process. In the losing game process, the main CPU 42 determines the losing symbol to be fixedly stopped in the first special game. Then, the main CPU 42 performs a variation pattern lottery using the variation pattern random number and the variation pattern determination value that can be specified from the random number information, and selects a variation pattern from among a plurality of types of variation patterns. In the present embodiment, the variation patterns that can be determined when not winning the big win in the hit lottery are variation patterns HP11 to HP13. After that, the main CPU 42 ends the special symbol start process.
[0068] When the second special reservation number is 1 or more, the main CPU 42 performs a process of executing the second special game. The process of executing the second special game is a process in which "the first special game" is replaced with "the second special game", "the first special reservation number" is replaced with "the second special reservation number", and "the first special reservation display unit 13c" is replaced with "the second special reservation display unit 13d" in the process of executing the first special game. Therefore, a detailed description thereof is omitted. That is, the main CPU 42 subtracts the second special reservation number, performs a hit lottery, and performs any game process based on the result of the hit lottery, and then ends the special symbol start process.
[0069] The main CPU 42 stores the variation start command and the special symbol command in the output buffer in the big win game process or the losing game process. The variation start command is a control command that can specify the variation pattern determined in each game process and the start of the special game (production game). The special symbol command is a control command that can specify the special symbol determined in each game process. Note that the variation start command and the special symbol command are different control commands when the game process of the first special game is executed and when the game process of the second special game is executed.
[0070] When the special symbol start process ends, the main CPU 42 causes the first special game or the second special game to be executed by a process different from the special symbol start process. Specifically, when the main CPU 42 causes the first special game to be executed, it performs the first special game process. In the first special game process, the main CPU 42 controls the first special symbol display unit 13a to start the variable display of the special symbol and starts measuring the variable time. When the variable time defined in the variable pattern has elapsed, the main CPU 42 controls the first special symbol display unit 13a to perform a fixed stop display of the special symbol determined in the special symbol start process. Also, when the variable time defined in the variable pattern has elapsed, the main CPU 42 stores in the output buffer a control command (hereinafter referred to as a variable end command) that can specify the end of the variable display of the special symbol. The variable end command is also a control command that can specify the start of the fixed stop display of the special symbol.
[0071] When the main CPU 42 causes the special symbol to be fixed and stopped for display, it starts measuring the fixed stop time of the special symbol. The main CPU 42 controls the first special symbol display unit 13a so that the type of the displayed special symbol does not change until the fixed stop time of the special symbol has elapsed. That is, the main CPU 42 controls the first special symbol display unit 13a to perform a fixed stop display of the special symbol until the fixed stop time has elapsed. In the present embodiment, the fixed stop time is 500 ms. When the fixed stop time has elapsed, the main CPU 42 ends the first special game and stores in the output buffer a control command (hereinafter referred to as a special game end command) that can specify the end of the special game.
[0072] When the main CPU 42 ends the first special game, it starts measuring the interval time and stores information in the main RWM 44 that can identify that it is during the interval period. Therefore, the special game end command can also be said to be a control command that can identify the start of the interval period. The main CPU 42 controls the first special symbol display unit 13a so that the type of the displayed special symbol does not change until the interval time elapses. That is, the main CPU 42 controls the first special symbol display unit 13a to fixedly stop displaying the special symbol until the interval time elapses. Not limited to this, when the main CPU 42 starts measuring the interval time, it may control the first special symbol display unit 13a so as not to display the special symbol. For example, when the main CPU 42 starts measuring the interval time, it may control the first special symbol display unit 13a so as to make the special symbol non-displayed.
[0073] When the interval time elapses, the main CPU 42 stores information in the main RWM 44 that can identify that it is not during the interval period. Then, the main CPU 42 sets information (hereinafter referred to as the interval end command) that can identify the elapse of the interval period in the output buffer. Note that the main CPU 42 measures the variation time, the fixed stop time, and the interval time by performing a predetermined interrupt process.
[0074] When the main CPU 42 executes the second special game, it performs the second special game process. Since the second special game process is a process in which "the first special game" is replaced with "the second special game" and "the first special symbol display unit 13a" is replaced with "the second special symbol display unit 13b" for the first special game process, a detailed description thereof is omitted.
[0075] When the interval period elapses, if the special symbol that has been determined to stop is a jackpot symbol, the main CPU 42 executes a jackpot game process described below. When the interval period elapses, if the special symbol that has been determined to stop is a losing symbol, the main CPU 42 can start a new special game. In this way, when the interval period elapses after the special symbol has been determined to stop and the special game has ended, the gaming machine 10 can start the next special game.
[0076] Next, the jackpot game process will be described. The jackpot game process is a process for awarding a jackpot game. The main CPU 42 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main CPU 42 awards the specified type of jackpot game.
[0077] First, the main CPU 42 stores a control command (hereinafter referred to as an opening command) that can specify the start of the opening period in the output buffer. When the opening time elapses, the main CPU 42 performs a process for executing a round game. That is, the main CPU 42 controls the special solenoid SL2 using the opening control data for the specified jackpot game to set the big winning port 18 to the first state. When the number of game balls detected by the special winning sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time elapses, the main CPU 42 controls the special solenoid SL2 to set the big winning port 18 to the second state, thereby ending the round game. The main CPU 42 repeatedly performs such a process for executing a round game until the round games up to the upper limit number defined for the jackpot game are completed. Each time the main CPU 42 starts a round game, it stores a control command (hereinafter referred to as a round command) that can specify the start of the round game in the output buffer. When the main CPU 42 ends the last round game, it stores a control command (hereinafter referred to as an ending command) that can specify the start of the ending period in the output buffer. When the ending time elapses, the main CPU 42 ends the jackpot game.
[0078] Next, the processing related to the game state will be described. When the main CPU 42 shifts to the probability state and the ball entry state, it updates the game state information and stores it in the main RWM 44. Specifically, when the main CPU 42 controls to the low probability state and the non-time shortening state, it stores the low probability non-time shortening information in the main RWM 44 as the game state information. At this time, the main CPU 42 stores a control command (hereinafter referred to as the low probability non-time shortening command) that can identify being controlled to the low probability state and the non-time shortening state in the output buffer. When the main CPU 42 controls to the high probability state and the time shortening state, it stores the high probability time shortening information in the main RWM 44 as the game state information. At this time, the main CPU 42 stores a control command (hereinafter referred to as the high probability time shortening command) that can identify being controlled to the high probability state and the time shortening state in the output buffer. When the main CPU 42 controls to the low probability state and the time shortening state, it stores the low probability time shortening information in the main RWM 44 as the game state information. At this time, the main CPU 42 stores a control command (hereinafter referred to as the first low probability time shortening command) that can identify being controlled to the low probability state and the time shortening state in the output buffer.
[0079] When the main CPU 42 ends the big win game based on the specific symbol, it stores the high probability time shortening information in the main RWM 44. That is, the main CPU 42 controls to the high probability state and the time shortening state. On the other hand, when the main CPU 42 ends the big win game based on the normal symbol, it stores the low probability time shortening information in the main RWM 44. That is, the main CPU 42 controls to the low probability state and the time shortening state. When the main CPU 42 starts the big win game, it stores the low probability non-time shortening information in the main RWM 44. That is, during the big win game, the main CPU 42 controls to the low probability state and the non-time shortening state.
[0080] After the end of a big win game based on the normal symbol, each time the main CPU 42 starts a special game, it counts the number of times the special game is executed after the end of the big win game by updating the value of the execution counter stored in the main RWM 44. When the special game ends in which the number of times the special game is executed after the end of the big win game reaches the specified number, the main CPU 42 stores low-probability non-time-shortening information in the main RWM 44. That is, after the end of the big win game based on the normal symbol, when the specified number of special games end, the main CPU 42 controls to a low-probability state and a non-time-shortening state. Note that after the end of the big win game based on the specific symbol, until the next big win game starts, the main CPU 42 controls to a high-probability state and a time-shortening state.
[0081] Next, the normal symbol input process will be described. In the normal symbol input process, the main CPU 42 determines whether or not the game ball has passed (entered) through the gate 25 based on whether or not a detection signal is input from the normal start sensor SE4. If the game ball has not passed through the gate 25, the main CPU 42 ends the normal symbol input process. On the other hand, if the game ball has passed through the gate 25, the main CPU 42 determines whether or not the normal hold count stored in the main RWM 44 is less than the upper limit number. If the normal hold count is not less than the upper limit number, the main CPU 42 ends the normal symbol input process. If the normal hold count is less than the upper limit number, the main CPU 42 adds 1 to the normal hold count and updates it. The main CPU 42 controls the normal hold display unit 13f to display information that can identify the updated normal hold count.
[0082] Next, the main CPU 42 acquires the random number generated by the random number circuit 45 and stores the random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it can be identified that it is random number information for the normal game and the storage order of the random number information. After that, the main CPU 42 ends the normal symbol input process. By storing the random number information used for the normal game in the main RWM 44, the gaming machine 10 can hold the execution of the normal game until the execution conditions of the normal game are satisfied.
[0083] Next, the normal symbol start process will be described. In the normal symbol start process, the main CPU 42 determines whether the execution conditions for the normal game are satisfied. The main CPU 42 makes an affirmative determination when it is not during a normal win game and not during the execution of the normal game, while making a negative determination when it is during a normal win game or during the execution of the normal game. If the execution conditions for the normal game are not satisfied, the main CPU 42 ends the normal symbol start process. If the execution conditions for the normal game are satisfied, the main CPU 42 determines whether the normal hold count is greater than 0. If the normal hold count is 0, the main CPU 42 ends the normal symbol start process. If the normal hold count is greater than 0, the main CPU 42 performs a process to execute the normal game. Specifically, the main CPU 42 updates by subtracting 1 from the normal hold count. The main CPU 42 controls the normal hold display unit 13f to display information that can identify the updated normal hold count. Next, the main CPU 42 acquires the earliest stored random number information from the main RWM 44 among the random number information for the normal game. Subsequently, the main CPU 42 performs a normal lottery (normal win determination) to determine whether to win normally using the acquired random number information. Note that the main CPU 42 performs the normal lottery with a normal win probability corresponding to the current ball entry state (either the non-time-reduced state or the time-reduced state) and determines whether it has won normally. The normal win probability in the time-reduced state is higher than the normal win probability in the non-time-reduced state.
[0084] When winning a normal win, after determining the normal winning symbol to be fixedly stopped and displayed in the normal game and the variable time of the normal game, the main CPU 42 ends the normal symbol start process. When not winning a normal win, after determining the normal losing symbol to be fixedly stopped and displayed in the normal game and the variable time of the normal game, the main CPU 42 ends the normal symbol start process. In the present embodiment, the variable time of the normal game in the time-saving state is shorter than the variable time of the normal game in the non-time-saving state. Therefore, in the time-saving state, the number of normal lotteries executed per unit time is likely to be larger than in the non-time-saving state. As a result, in the time-saving state, the number of times of winning a normal win per unit time is likely to be larger than in the non-time-saving state. Therefore, the time-saving state has a higher degree of advantage regarding the entry of game balls into the second start port 16 than the non-time-saving state. After ending the normal symbol start process, the main CPU 42 causes the normal game to be executed by a process different from the normal symbol start process. Specifically, the main CPU 42 starts the normal game. Thereafter, when the variable time determined in the normal symbol start process has elapsed, the main CPU 42 controls the normal symbol display unit 13e so that the normal symbol determined in the normal symbol start process is fixedly stopped and displayed.
[0085] Until the fixed stop time of the normal symbol has elapsed, the main CPU 42 controls the normal symbol display unit 13e so that the type of the displayed normal symbol does not change. That is, until the fixed stop time has elapsed, the main CPU 42 controls the normal symbol display unit 13e to fixedly stop and display the normal symbol. When the fixed stop time has elapsed, the main CPU 42 ends the normal game. When the fixed stop time has elapsed and the fixedly stopped and displayed normal symbol is a normal winning symbol, the main CPU 42 executes a normal winning game process described later. When the fixed stop time has elapsed and the fixedly stopped and displayed normal symbol is a normal losing symbol, the main CPU 42 may start a new normal game.
[0086] Next, the normal winning game process will be described. The normal winning game process is a process for awarding a normal winning game. In the normal winning game process, when in the time-saving state, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operation mode when in the time-saving state. When the main CPU 42 is in the non-time-saving state, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operation mode when in the non-time-saving state. In the present embodiment, the operation mode of the normal variable member 17 when in the time-saving state is such that, compared with the operation mode of the normal variable member 17 when in the non-time-saving state, in one normal winning game, the number of times the normal variable member 17 enters the first state is more, and the time during which the normal variable member 17 is in the first state is longer. Therefore, when the normal variable member 17 is operated in the operation mode when in the time-saving state, it is easier to let the game ball enter the second starting port 16 than when the normal variable member 17 is operated in the operation mode when in the non-time-saving state. That is, when in the time-saving state, the degree of advantage regarding the entry of the game ball into the second starting port 16 is higher than when in the non-time-saving state.
[0087] Next, various processes performed by the sub-CPU 51 of the sub-control board 50 will be described. First, the power-on process when power supply starts (restoration of power) will be described. When power supply starts, the sub-CPU 51 may control the movable body EY to execute a predetermined initial operation (initial operation). Although it will be described in detail later, in the gaming machine 10, when power supply starts, there are cases where the initial operation of the movable body EY is performed and cases where the initial operation of the movable body EY is not performed. For example, the initial operation of the movable body EY is performed in a manner of displacing the movable body EY to the effect position EI and then displacing it from the effect position EI to the original position GI.
[0088] When the power supply starts, the sub-CPU 51 may control the swing device 14 to execute a predetermined initial operation. As will be described in detail later, in the gaming machine 10, when the power supply starts, there are cases where the initial operation of the swing device 14 is performed and cases where the initial operation of the swing device 14 is not performed. That is, in the gaming machine 10, when the power supply starts, there are cases where the initial operation of the transmission unit 12 is performed and cases where the initial operation of the transmission unit 12 is not performed. For example, the initial operation of the swing device 14 is performed in such a manner that the swing device 14 swings a predetermined number of times.
[0089] In the power-on process, when the sub-CPU 51 receives an initialization command, it executes sub-initialization processing. In the sub-initialization processing, the sub-CPU 51 initializes various information stored in the sub-RWM 53 including effect information. Then, the sub-CPU 51 controls part or all of the effect display device EH, the decorative lamp LA, and the speaker SP to execute RWM clear notification (initialization notification). For example, the RWM clear notification is executed in such a manner that an image capable of specifying the execution of RWM clear, such as the character string "RWM cleared", is displayed on the effect display device EH. After that, the sub-CPU 51 ends the power-on process and waits until various control information (control commands) is input from the main control board 40.
[0090] In the power-on process, when the sub-CPU 51 receives a return command, it controls part or all of the effect display device EH, the decorative lamp LA, and the speaker SP to execute power restoration notification. For example, the power restoration notification is executed in such a manner that an image capable of specifying the resumption of power supply, such as the character string "Power restoration in progress", is displayed on the effect display device EH. Not limited to this, the sub-CPU 51 may not execute the power restoration notification. After that, the sub-CPU 51 ends the power-on process and waits until various control information (control commands) is input from the main control board 40.
[0091] Next, the jackpot effect processing will be described. The jackpot effect process is a process for executing effects and notifications during a jackpot game. When the sub-CPU 51 receives an opening command, it controls the effect display device EH, the decorative lamp LA, and the speaker SP to execute an opening effect. Also, when the sub-CPU 51 receives an opening command, it controls the effect display device EH, the decorative lamp LA, and the speaker SP to execute a right-handed notification. For example, the right-handed notification is executed in a manner of displaying on the effect display device EH an image that can identify that it is recommended to hit the right side, such as a character string "Please hit the right side", so that game balls can easily enter the big winning opening 18. That is, the right-handed notification is executed in a manner that can identify the operation mode of the firing handle HD that is advantageous to the player in the jackpot game. As described above, the effect display device EH is assembled to the game board YB so that the image display unit GH can be visually recognized through the transparent portion 12. Therefore, the right-handed notification can be visually recognized through the transparent portion 12. In this way, the gaming machine 10 is configured so that the player can visually recognize the right-handed notification through the transparent portion 12.
[0092] The sub-CPU 51 controls the effect display device EH, the decorative lamp LA, and the speaker SP to end the right-handed notification when a predetermined time has elapsed since the start of the right-handed notification. In the present embodiment, the predetermined time is the same as or substantially the same as the opening time. That is, in the gaming machine 10, the right-handed notification starts at the start of the opening period and ends at the end of the opening period. In this way, in the jackpot game, a right-handed notification that can identify the operation mode of the firing handle HD that is advantageous to the player is executed. In the present embodiment, the right-handed notification corresponds to a specific notification. When the sub-CPU 51 receives a round command, it controls the effect display device EH, the decorative lamp LA, and the speaker SP to execute a round effect. When the sub-CPU 51 receives an ending command, it controls the effect display device EH, the decorative lamp LA, and the speaker SP to execute an ending effect.
[0093] Next, the effect game process will be described. The performance game process is a process for executing a performance game as one of the display performances related to the special game during the execution of the special game. When the sub-CPU 51 inputs a variation start command and a special symbol command, it controls the performance display device EH to execute a performance game corresponding to the special game. Specifically, when the sub-CPU 51 inputs a variation start command, it determines the variation content (performance content) of the performance game based on the variation pattern that can be specified from the variation start command. The sub-CPU 51 determines the symbol combination to be displayed as the determined stop based on the special symbol that can be specified from the input special symbol command in the performance game. When the sub-CPU 51 can specify the jackpot symbol from the special symbol command, it determines the jackpot symbol combination. When the sub-CPU 51 can specify the losing symbol from the special symbol command, it determines the losing symbol combination. When a losing variation pattern associated with the execution of the reach performance is specified, the sub-CPU 51 determines the losing symbol combination including the reach.
[0094] In the performance game process, the sub-CPU 51 controls the performance display device EH to start the variable display of the performance symbols in each symbol column upon receiving the input of the variation start command. That is, the sub-CPU 51 starts the performance game. The sub-CPU 51 controls the performance display device EH so that the performance game is carried out based on the determined performance content during the variation time defined in the variation pattern. Then, after starting the performance game, when a predetermined timing arrives, the sub-CPU 51 controls the performance display device EH to temporarily stop displaying the performance symbols in all the symbol columns. That is, after starting the performance game, when a predetermined timing arrives, the sub-CPU 51 controls the performance display device EH to temporarily stop displaying the symbol combination. After that, when the sub-CPU 51 inputs the variation end command, it controls the performance display device EH to fixedly stop displaying the performance symbols in all the symbol columns. That is, when the sub-CPU 51 inputs the variation end command, it controls the performance display device EH to fixedly stop displaying the symbol combination. After causing the symbol combination to be fixedly stopped and displayed, the sub-CPU 51 controls the performance display device EH to fixedly stop displaying the symbol combination until the special game end command is input. When the sub-CPU 51 inputs the special game end command, it ends the performance game. After ending the performance game, the sub-CPU 51 controls the performance display device EH to fixedly stop displaying the symbol combination until the interval end command is input.
[0095] The display content of the performance display device EH when the performance game is executed will be described. Figures 6(a) to 6(g) show an example of the display content of the performance display device EH from before the start to after the end of the performance game.
[0096] As shown in Fig. 6(a), before the start of the effect game, the effect display device EH displays the symbol combination that was definitely stopped and displayed in the previous effect game. As shown in Fig. 6(b), in the effect display device EH, with the start of the effect game, the scrolling display of the effect symbols in each symbol column starts. After that, as shown in Fig. 6(c), in the effect display device EH, the effect symbols in each symbol column are scrolled and displayed at a speed faster than at the start of the effect game.
[0097] As shown in Fig. 6(d), in the effect display device EH, the effect symbols in the left symbol column HZ and the right symbol column MZ are temporarily stopped and displayed to form a reach. At this time, in the effect display device EH, the effect symbols in the middle symbol column NZ continue to be scrolled and displayed. After that, in the effect display device EH, a reach effect is executed. In the effect display device EH, when a predetermined timing arrives after the start of the effect game, the reach effect ends. Then, as shown in Fig. 6(e), in the effect display device EH, the effect symbols in all the symbol columns are temporarily stopped and displayed.
[0098] After that, as shown in Fig. 6(f), when the special game is definitely stopped and displayed, the symbol combination is definitely stopped and displayed in the effect display device EH. After the definite stop time has elapsed, the effect game ends in the effect display device EH. As shown in Fig. 6(g), when the effect game ends, it becomes an interval period, and in the effect display device EH, the symbol combination continues to be definitely stopped and displayed. After that, in the effect display device EH, when the interval period has elapsed, a new effect game can start. Therefore, after the end of the effect game shown in Fig. 6(g), it can be said that it is in the same state as before the start of the effect game shown in Fig. 6(a). In the present embodiment, the effect display device EH corresponds to game execution means capable of executing an effect game. As described above, the effect display device EH is assembled to the game board YB so that the image display unit GH can be visually recognized through the transmission unit 12. Therefore, the effect game can be visually recognized through the transmission unit 12. In this way, the gaming machine 10 is configured such that the player can visually recognize the effect game through the transmission unit 12.
[0099] As described above, the gaming machine 10 is capable of executing a production game using production symbols. In the gaming machine 10, a production game using production symbols is executed between FIGS. 6(b) to 6(f). And, in the production game of the present embodiment, the states regarding the production symbols include a variable state, a temporary stop state, and a confirmed stop state. In the following description, the variable state as the state regarding the production symbols in the production game is simply referred to as "variable state", the temporary stop state as the state regarding the production symbols in the production game is simply referred to as "temporary stop state", and the confirmed stop state as the state regarding the production symbols in the production game is simply referred to as "confirmed stop state", respectively. In this specification, the "variable state" means a state in which the production symbols are variably displayed (scrolled) in one or more of the left symbol column HZ, the middle symbol column NZ, and the right symbol column MZ. That is, the variable state is a state in which at least some of the production symbols vary as shown in FIGS. 6(b) to 6(d).
[0100] In this specification, the "temporary stop state" means a state in which the production symbols are temporarily stopped and displayed in all of the left symbol column HZ, the middle symbol column NZ, and the right symbol column MZ. As described above, the temporary stop display is a display in which the production symbols sway. In the present embodiment, the temporary stop display is a display in which the symbols sway in the vertical direction. Therefore, the temporary stop state is a state in which the production symbols in all the symbol columns are displayed in a manner of swaying in the vertical direction. Hereinafter, a specific example of the temporary stop state will be described.
[0101] FIG. 7 shows a specific display mode of the effect symbols in FIG. 6(e). In the pseudo-stop state, the effect symbols in all symbol columns are displayed in a manner of vertically displacing between a first symbol position ZIa indicated by a solid line in the figure and a second symbol position ZIb indicated by a two-dot chain line. Each effect symbol first vertically displaces upward from the first symbol position ZIa to the second symbol position ZIb simultaneously or substantially simultaneously, and then vertically displaces downward from the second symbol position ZIb to the first symbol position ZIa. In the present embodiment, the maximum displacement amount Y1 that can be displaced upward from the first symbol position ZIa to the second symbol position ZIb is the same as the maximum displacement amount Y1 that can be displaced downward from the second symbol position ZIb to the first symbol position ZIa. In the present embodiment, the displacement amount Y1 is 10 mm. The displacement amount Y1 by which the effect symbol can be displaced when in the pseudo-stop state corresponds to the first displacement amount.
[0102] Also, in the present embodiment, the first symbol displacement time required from the start to the end of the displacement from the first symbol position ZIa to the second symbol position ZIb (upward displacement) is the same as the second symbol displacement time required from the start to the end of the displacement from the second symbol position ZIb to the first symbol position ZIa (downward displacement). And in the pseudo-stop state, until the definite stop state is reached, the upward displacement and the downward displacement are alternately repeated. As a result, to the player, each effect symbol appears to be swaying. In the pseudo-stop state, within a certain display area of the image display unit GH (image display area), the effect symbols are vertically displaced and displayed. Thus, as shown in FIGS. 6(e) and 7, the pseudo-stop state is a state in which the effect symbols can be dynamically displaced and is a state in which the effect symbols are swaying. In the present embodiment, the pseudo-stop state corresponds to a special stop state.
[0103] In addition, when a certain stop state is reached while each effect symbol is in a temporary stop display state, the displacement of each effect symbol is stopped, and each effect symbol is displayed in a definite stop state at a position that is the middle or approximately the middle between the first symbol position ZIa and the second symbol position ZIb. Therefore, in the gaming machine 10, if the time in the temporary stop state (hereinafter referred to as the temporary stop time) is less than at least the total time of the first symbol displacement time and the second symbol displacement time (hereinafter referred to as the total symbol displacement time), each effect symbol is displayed in a definite stop state without repeating the displacement of the displacement amount Y1. In the present embodiment, there are a plurality of different types of temporary stop times according to the variation content (effect content) of the effect game determined by the sub-CPU 51. The plurality of types of temporary stop times include a temporary stop time longer than the total symbol displacement time and a temporary stop time shorter than the total symbol displacement time. As described above, when in the temporary stop state, the effect symbol may repeat the displacement of the displacement amount Y1.
[0104] In this specification, the "definite stop state" means a state in which the effect symbols are displayed in a definite stop state in all the symbol columns of the left symbol column HZ, the middle symbol column NZ, and the right symbol column MZ. The definite stop display is a display in which the effect symbols do not move dynamically. The definite stop display is a display in which the effect symbols are definitely stopped without swinging. That is, the definite stop state is a state in which the effect symbols are definitely stopped as shown in FIG. 6(f). In the present embodiment, the definite stop state corresponds to the specific stop state. In the effect game, the symbol combination cannot change from the time when the definite stop state is reached until the effect game ends. Therefore, in the effect game, the result of the effect game is derived by the definite stop of the effect symbols.
[0105] As described above, in the gaming machine 10, after the production game ends, the symbol combination is fixedly stopped and displayed until the interval period elapses. Therefore, in the present embodiment, the state regarding the production symbols during the interval period does not include the same state as when in the temporary stop state. On the other hand, the state regarding the production symbols during the interval period includes the same state as when in the fixed stop state. In the gaming machine 10, when the interval period elapses, a new production game can start. Thus, in the gaming machine 10, when the interval period elapses after the production game ends in the fixed stop state, the next production game can be started. In the present embodiment, the interval period corresponds to a predetermined period.
[0106] Here, an example of the flow of the production game according to the variation pattern will be described. FIG. 8(a) shows an example of the flow of the production game when the variation pattern is HP11. At time point T10, in the gaming machine 10, the special game starts and the production game starts to be in the variable state. Thereafter, at time point T11, in the gaming machine 10, when a predetermined timing arrives, it becomes the temporary stop state. In FIGS. 8(a) to 8(c), the temporary stop state is shown as "temporary", the fixed stop state is shown as "fixed", and the interval period is shown as "Iv", respectively.
[0107] At time point T12 when the variation time defined for the variation pattern HP11 has elapsed from time point T10, in the gaming machine 10, it becomes the fixed stop state. In the present embodiment, the total temporary stop time from time point T11 to time point T12 when the variation pattern is HP11 is shorter than the total symbol displacement time. At time point T13 when the fixed stop time has elapsed from time point T12, in the gaming machine 10, the special game ends and the production game ends and the interval period starts. Thereafter, at time point T14, in the gaming machine 10, when the interval period elapses, the next production game can start.
[0108] Figure 8(b) shows an example of the flow of the production game when the variation patterns are HP12 and HP14. At time point T20, in the gaming machine 10, the special game starts and the production game starts and enters a variable state. At time point T21, in the gaming machine 10, the NR production starts during the variable state. At time point T22, in the gaming machine 10, when a predetermined timing arrives, the NR production ends and the machine enters a temporary stop state. When the variation patterns are HP12 and HP14, the NR production may start in the first half period of the period in the variable state or in the second half period of the period in the variable state. When the variation patterns are HP12 and HP14, the NR production ends when the variable state ends. Therefore, when the variation patterns are HP12 and HP14, the NR production is more likely to be executed for a longer period in the second half period of the period in the variable state than in the first half period of the period in the variable state.
[0109] At time point T23 when the variation time defined for the variation patterns HP12 and HP14 has elapsed since time point T20, the gaming machine 10 enters a confirmed stop state. In this embodiment, the temporary stop time from time point T22 to time point T23 when the variation patterns are HP12 and HP14 is longer than the total symbol displacement time. At time point T24 when the confirmed stop time has elapsed since time point T23, in the gaming machine 10, the special game ends and the production game ends and the interval period starts. When the variation pattern was HP12, at time point T25, in the gaming machine 10, the next production game may start after the interval period has elapsed. When the variation pattern was HP14, at time point T25, in the gaming machine 10, the jackpot game starts after the interval period has elapsed.
[0110] Figure 8(c) shows an example of the flow of the production game when the variation patterns are HP13 and HP15. At time T30, in the gaming machine 10, a special game starts and the production game starts and enters a variable state. At time T31, in the gaming machine 10, the NR production starts during the variable state. Then, at time T32, in the gaming machine 10, the SR production starts during the variable state. At time T33, in the gaming machine 10, when a predetermined timing arrives, the SR production ends and the machine enters a temporary stop state. When the variation patterns are HP13 and HP15, the SR production may start in the first half of the period in the variable state or in the second half of the period in the variable state. When the variation patterns are HP13 and HP15, the SR production ends when the variable state ends. Therefore, when the variation patterns are HP13 and HP15, the SR production is more likely to be executed for a longer period in the second half of the period in the variable state than in the first half of the period in the variable state.
[0111] At time T34 when the variable time defined for the variation patterns HP13 and HP15 has elapsed since time T30, the gaming machine 10 enters a definite stop state. In this embodiment, the temporary stop time from time T33 to time T34 when the variation patterns are HP13 and HP15 is longer than the total symbol displacement time. At time T35 when the definite stop time has elapsed since time T34, in the gaming machine 10, the special game ends and the production game ends and an interval period starts. When the variation pattern was HP13, at time T36, in the gaming machine 10, the next production game may start after the interval period has elapsed. When the variation pattern was HP15, at time T36, in the gaming machine 10, the big win game starts after the interval period has elapsed.
[0112] Next, the productions that can be executed in the gaming machine 10 of this embodiment will be described. First, the swinging production will be described. The gaming machine 10 is configured to be capable of executing a swing effect in which the transparent portion 12 swings by swinging the swing device 14. Although details will be described later, in the present embodiment, the swing effect can be executed during the execution of the effect game, during the interval period, or during the jackpot game.
[0113] As shown in FIG. 9, in the gaming machine 10, when the swing effect is executed, the swing device 14 swings in the vertical direction. As a result, in the gaming machine 10, the transparent portion 12 can be displaced vertically between a first transparent portion position TIa shown by a solid line in the figure and a second transparent portion position TIb shown by a two-dot chain line. That is, in the gaming machine 10, the transparent portion 12 swings by the swing device 14 swinging. In this way, in the gaming machine 10, the transparent portion 12 can swing as the swing effect is executed. In FIG. 9, although a part of the transparent portion 12 is shown with illustration omitted, actually, it covers the entire opening 21 of the front frame 11c. That is, in the gaming machine 10, the entire transparent portion 12 can be displaced vertically by the swing device 14 swinging. In this way, among the effects that the gaming machine 10 can execute, there is a swing effect that can be executed by the swing device 14 swinging.
[0114] The transmission part 12 is displaced from the first transmission part position TIa to the second transmission part position TIb as the swing device 14 is displaced upward. The transmission part 12 is displaced from the second transmission part position TIb to the first transmission part position TIa as the swing device 14 is displaced downward. After the transmission part 12 is displaced upward from the first transmission part position TIa to the second transmission part position TIb, it is displaced downward from the second transmission part position TIb to the first transmission part position TIa. In the present embodiment, the maximum displacement amount Y2 that the transmission part 12 can be displaced upward from the first transmission part position TIa to the second transmission part position TIb and the maximum displacement amount Y2 that the transmission part 12 can be displaced upward from the first transmission part position TIa to the second transmission part position TIb are the same. In the present embodiment, the displacement amount Y2 is 2 mm, which is smaller than the displacement amount Y1 (10 mm). That is, the displacement amount Y2 by which the transmission part 12 can be displaced as the swing effect is executed is smaller than the displacement amount Y1 by which the effect pattern can be displaced when in the temporary stop state. Also, as described above, when in the confirmed stop state, each effect pattern is confirmed and stopped and displayed at a position in the middle or approximately in the middle between the first pattern position ZIa and the second pattern position ZIb. Therefore, the displacement amount from the first pattern position ZIa to the position of the effect pattern when in the confirmed stop state is half of the displacement amount Y1 and is larger than the displacement amount Y2. The displacement amount from the second pattern position ZIb to the position of the effect pattern when in the confirmed stop state is half of the displacement amount Y1 and is larger than the displacement amount Y2. In the present embodiment, the displacement amount Y2 by which the transmission part 12 can be displaced as the swing effect is executed corresponds to the second displacement amount.
[0115] Also, in the present embodiment, the first transmission part displacement time required from the start to the end of the displacement of the transmission part 12 from the first transmission part position TIa to the second transmission part position TIb (upward displacement) and the second transmission part displacement time required from the start to the end of the displacement of the transmission part 12 from the second transmission part position TIb to the first transmission part position TIa (downward displacement) are the same. The first transmission part displacement time and the second transmission part displacement time can be calculated based on the rotation speed of the DC motor of the swing device 14. And in the gaming machine 10, upward displacement and downward displacement are alternately repeated until the swing effect ends.
[0116] When the execution of the rocking effect ends, even if the displacement of the transparent part 12 is in progress, the displacement of the transparent part 12 is stopped. Therefore, in the gaming machine 10, if the execution time of the rocking effect (hereinafter referred to as the rocking effect time) is less than at least the total time of the first transparent part displacement time and the second transparent part displacement time (hereinafter referred to as the total transparent part displacement time), the rocking effect ends without the transparent part 12 repeating the displacement of the displacement amount Y2. As will be described later, in this embodiment, there are multiple types of rocking effect times. The multiple types of rocking effect times include a rocking effect time longer than the total transparent part displacement time and a rocking effect time shorter than the total transparent part displacement time. Thus, when the rocking effect is being executed, the transparent part 12 may repeat the displacement of the displacement amount Y2.
[0117] Next, the movable body effect and the effect display will be described. The gaming machine 10 is configured to be capable of executing a movable body effect in which the movable body EY is displaced from the original position GI to the effect position EI. In this embodiment, the movable body effect can be executed during the execution of the effect game. The gaming machine 10 is configured to be capable of executing an effect display in which a predetermined image can be dynamically displaced on the effect display device EH. In this embodiment, the effect display can be executed during the execution of the effect game.
[0118] FIGS. 10(a) and 10(b) show an example when the effect display is executed during the execution of the movable body effect. As shown in FIG. 10(a), in the gaming machine 10, when the movable body effect is executed, the movable body EY is displaced from the original position GI to the effect position EI. In the gaming machine 10, when the movable body EY is located at the effect position EI, at least a part of the image display unit GH (image display area) where the effect symbols are displayed is hidden in the front view. For this reason, in the gaming machine 10, when the movable body EY is located at the effect position EI, it is more difficult to visually recognize the effect symbols than when the movable body EY is located at the original position GI. That is, in the gaming machine 10, the visual recognition of the effect symbols is reduced by executing the movable body effect. Also, in the gaming machine 10, when the movable body EY is located at the effect position EI, an effect display may be executed. In the gaming machine 10, when the effect display is executed, an effect image EC is displayed on the effect display device EH. The shape and color of the effect image EC may be changed as appropriate. For example, the effect image EC may be an image having a shape and color imitating a flame.
[0119] As shown in FIG. 10(b), in the gaming machine 10, after the movable body effect is executed and the movable body EY is located at the effect position EI, the effect image EC is displaced in the vertical direction. In the effect display device EH, the effect image EC is displayed in a manner of being displaced in the vertical direction between a first image position CIa indicated by a two-dot chain line and a second image position CIb indicated by a solid line in FIG. 10(b). The effect image EC is displaced downward from the first image position CIa to the second image position CIb and then displaced upward from the second image position CIb to the first image position CIa. In the present embodiment, the maximum displacement amount Y3 that can be displaced downward from the first image position CIa to the second image position CIb and the maximum displacement amount Y3 that can be displaced upward from the second image position CIb to the first image position CIa are the same. In the present embodiment, the displacement amount Y3 is 15 mm, which is larger than the displacement amount Y2 (2 mm). That is, as the swing effect is executed, the displacement amount Y2 by which the transmission part 12 can be displaced is smaller than the displacement amount Y3 by which the effect image EC can be dynamically displaced.
[0120] Further, in the present embodiment, the first image displacement time required from the start to the end of the displacement (downward displacement) from the first image position CIa to the second image position CIb, and the second image displacement time required from the start to the end of the displacement (upward displacement) from the second image position CIb to the first image position CIa are the same. Then, in the effect display device EH, until the effect performance ends, the downward displacement and the upward displacement are alternately repeated. In this way, the effect performance is a performance in which a predetermined image (for example, the effect image EC) can be dynamically displaced. In the present embodiment, the effect performance corresponds to a special performance.
[0121] In the moving body performance, after the moving body EY is located at the performance position EI, when a predetermined moving time elapses, the moving body EY is displaced from the performance position EI to the original position GI. And the moving body performance ends when the moving body EY is located at the original position GI. In this way, in the gaming machine 10, as the moving body performance is executed, the moving body EY can operate from the original position GI to the performance position EI. And when the moving body EY is located at the performance position EI, in a front view, at least a part of the effect display device EH and the moving body EY overlap, thereby reducing the visibility of the performance symbols. In the present embodiment, the moving body performance corresponds to a specific performance.
[0122] Next, the swing performance process performed by the sub-CPU 51 to execute the swing performance will be described. As shown in FIG. 11, in the swing performance process, when the sub-CPU 51 inputs a variation start command, it determines whether to execute the swing performance by performing a swing performance lottery based on a variation pattern that can be specified from the variation start command. The swing performance lottery is a lottery that determines whether to execute the swing performance during the variation state, the temporary stop state, and the definite stop state, respectively. Also, the swing performance lottery is a lottery that determines whether to execute the swing performance during the interval period. Therefore, in the gaming machine 10, when one performance game is executed, the swing performance can be executed in part or all of the variation state, the temporary stop state, the definite stop state, and the interval period.
[0123] The sub-CPU 51 performs a swing effect lottery to determine whether to execute a swing effect during a variable state. The sub-CPU 51 performs a swing effect lottery to determine whether to execute a swing effect during a temporary stop state. The sub-CPU 51 performs a swing effect lottery to determine whether to execute a swing effect during a confirmed stop state. The sub-CPU 51 performs a swing effect lottery to determine whether to execute a swing effect during an interval period.
[0124] The sub-CPU 51 performs a swing effect lottery so that the probability of determining to execute a swing effect increases in the order of "-" < "low" < "medium" < "high" shown in the figure. Note that "-" shown in the figure indicates that the probability of executing a swing effect is 0%. Therefore, "low", "medium", and "high" shown in the figure have a probability higher than 0% of executing a swing effect. In this specification, "the probability of execution" of an effect means that 0% is included. Also, in this specification, "the probability of execution" of an effect means that 100% is included. That is, in the specification, "the probability of execution" of an effect is any probability between 0% and 100%.
[0125] For example, when the variable pattern is HP13, the sub-CPU 51 performs a swing effect lottery so that the probability of executing a swing effect during a variable state is higher than the probability of executing a swing effect during a temporary stop state. For example, when the variable pattern is HP13, the sub-CPU 51 performs a swing effect lottery so that the probability of executing a swing effect during a variable state is higher than the probability of executing a swing effect during a confirmed stop state. For example, when the variable pattern is HP13, the sub-CPU 51 performs a swing effect lottery so that the probability of executing a swing effect during a variable state is higher than the probability of executing a swing effect during an interval period.
[0126] For example, when the variable patterns are HP14 and HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of executing the swing effect during the variable state is higher than the probability of executing the swing effect during the temporary stop state. For example, when the variable patterns are HP14 and HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of executing the swing effect during the variable state is higher than the probability of executing the swing effect during the definite stop state. For example, when the variable patterns are HP14 and HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of executing the swing effect during the variable state is higher than the probability of executing the swing effect during the interval period.
[0127] For example, when the variable patterns are HP14 and HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of executing the swing effect during the temporary stop state is higher than the probability of executing the swing effect during the definite stop state. For example, when the variable patterns are HP14 and HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of executing the swing effect during the temporary stop state is higher than the probability of executing the swing effect during the interval period.
[0128] For example, when the variable patterns are HP14 and HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of executing the swing effect during the variable state is higher than the probability of executing the swing effect during the variable state when the variable pattern is HP13.
[0129] The sub-CPU 51 obtains a random number generated by a random number generation process, and determines whether to execute the swing effect using the obtained random number and a determination value for the swing effect lottery. The sub-CPU 51 determines to execute the swing effect when the obtained random number is smaller than the determination value for the swing effect lottery. The sub-CPU 51 determines not to execute the swing effect when the obtained random number is greater than or equal to the determination value for the swing effect lottery. The determination value for the swing effect lottery is a large value in the order of "low" < "medium" < "high" shown in the figure.
[0130] When the variable pattern is HP11, the sub-CPU 51 may determine not to perform the swing effect lottery and not to execute the swing effect during the variable state, the temporary stop state, the confirmed stop state, and the interval period. When the variable pattern is HP12, the sub-CPU 51 may determine not to perform the swing effect lottery and not to execute the swing effect during the variable state, the temporary stop state, the confirmed stop state, and the interval period. When the variable pattern is HP13, the sub-CPU 51 may determine not to perform the swing effect lottery and not to execute the swing effect during the temporary stop state, the confirmed stop state, and the interval period.
[0131] Therefore, when a predetermined number of times (for example, 10,000 times) of the effect game is executed, the probability that the swing effect is executed when in the variable state is higher than the probability that the swing effect is executed when in the confirmed stop state. When in the confirmed stop state and the jackpot symbol combination is confirmed to stop and displayed (derived), the swing effect can be executed. On the other hand, when in the confirmed stop state and the losing symbol combination is confirmed to stop and displayed (derived), the swing effect is not executed. When a predetermined number of times of the effect game is executed, the probability that the swing effect is executed when in the variable state is higher than the probability that the swing effect is executed when in the confirmed stop state and the jackpot symbol combination is confirmed to stop and displayed (derived).
[0132] Regarding a predetermined effect executed in the gaming machine 10, the fact that "the probability of execution when in a predetermined state is higher than the probability of execution when in a state different from the predetermined state" is realized by performing various processes in the gaming machine 10. That is, the comparison of the probabilities of executing a predetermined effect is realized by setting the probabilities of executing a predetermined effect in each state (each situation) so as to satisfy the relationship. For example, the comparison of the probabilities of executing a swinging effect in each state is realized by performing various processes including a winning lottery, a jackpot symbol lottery, a variation pattern lottery, and a swinging effect lottery so as to satisfy the relationship. In other words, the comparison of the appearance rates (occurrence rates) of the swinging effect in each state is realized by performing various processes including a winning lottery, a jackpot symbol lottery, a variation pattern lottery, and a swinging effect lottery so as to satisfy the relationship. The comparison of the appearance frequencies (occurrence frequencies) of the swinging effect in each state is realized by performing various processes including a winning lottery, a jackpot symbol lottery, a variation pattern lottery, and a swinging effect lottery so as to satisfy the relationship.
[0133] When a predetermined number of effect games are executed, the probability of executing a swinging effect when in a variable state is higher than the probability of executing a swinging effect when in a temporary stop state. When a predetermined number of effect games are executed, the probability of executing a swinging effect when in a temporary stop state is higher than the probability of executing a swinging effect when in a definite stop state. When a predetermined number of effect games are executed, the probability of executing a swinging effect when in a temporary stop state is higher than the probability of executing a swinging effect when in a definite stop state and when a jackpot symbol combination is definitely stopped and displayed (derived).
[0134] When a performance game is executed a predetermined number of times, the probability of executing a swaying effect when in a variable state is higher than the probability of executing a swaying effect when in an interval period. And during the interval period after a winning symbol combination is determined and stopped (derived) as a result of the performance game, a swaying effect can be executed. On the other hand, during the interval period after a losing symbol combination is determined and stopped (derived) as a result of the performance game, a swaying effect is not executed. When a performance game is executed a predetermined number of times, the probability of executing a swaying effect when in a variable state is higher than the probability of executing a swaying effect during the interval period after a winning symbol combination is determined and stopped (derived) as a result of the performance game.
[0135] When a performance game is executed a predetermined number of times, the probability of executing a swaying effect when in a temporary stop state is higher than the probability of executing a swaying effect when in an interval period. When a performance game is executed a predetermined number of times, the probability of executing a swaying effect when in a temporary stop state is higher than the probability of executing a swaying effect during the interval period after a winning symbol combination is determined and stopped (derived) as a result of the performance game.
[0136] When the sub-CPU 51 determines to execute the swaying effect during the fluctuating state, it performs an execution period lottery to determine whether to execute the swaying effect in the first half period and whether to execute the swaying effect in the second half period within the period of the fluctuating state, respectively. Therefore, in the gaming machine 10, when one performance game is executed, it is possible to execute the swaying effect in one or both of the first half period and the second half period within the period of the fluctuating state. For example, when the sub-CPU 51 is in the variable pattern HP13, it performs the execution period lottery so that the probability of executing the swaying effect in the first half period within the period of the fluctuating state is higher than the probability of executing the swaying effect in the second half period within the period of the fluctuating state. For example, when the sub-CPU 51 is in the variable patterns HP14 and HP15, it performs the execution period lottery so that the probability of executing the swaying effect in the second half period within the period of the fluctuating state is higher than the probability of executing the swaying effect in the first half period within the period of the fluctuating state.
[0137] The sub-CPU 51 obtains a random number generated by the random number generation process, and uses the obtained random number and the determination value of the execution period lottery to determine whether to execute the swaying effect in the first half period or the second half period. When the obtained random number is smaller than the first determination value of the execution period lottery, the sub-CPU 51 determines to execute the swaying effect in both the first half period and the second half period. When the obtained random number is smaller than the second determination value of the execution period lottery, the sub-CPU 51 determines to execute the swaying effect only in the second half period. When the obtained random number is a value equal to or greater than the second determination value of the execution period lottery, the sub-CPU 51 determines to execute the swaying effect only in the first half period. The first determination value for the execution period lottery is a larger value in the case of the variable patterns HP14 and HP15 than in the case of the variable pattern HP13. The second determination value for the execution period lottery is a larger value in the case of the variable patterns HP14 and HP15 than in the case of the variable pattern HP13.
[0138] When the sub-CPU 51 determines to execute the swinging effect, it controls the swinging device 14 to execute the swinging effect at the determined execution timing by a process different from the swinging effect process. For example, when the sub-CPU 51 determines to execute the swinging effect during the first half period of the varying state in the case of the varying pattern HP13, it controls the swinging device 14 to execute the swinging effect between the time points T30 and T32 in Fig. 8(c). For example, when the sub-CPU 51 determines to execute the swinging effect during the second half period of the varying state in the case of the varying pattern HP15, it controls the swinging device 14 to execute the swinging effect between the time points T32 and T33 in Fig. 8(c).
[0139] When the sub-CPU 51 determines to execute the swinging effect during the temporary stop state, it controls the swinging device 14 to execute the swinging effect during the temporary stop state. For example, when the sub-CPU 51 determines to execute the swinging effect during the temporary stop state in the case of the varying pattern HP15, it controls the swinging device 14 to execute the swinging effect between the time points T33 and T34 in Fig. 8(c).
[0140] When the sub-CPU 51 determines to execute the swinging effect during the definite stop state, it controls the swinging device 14 to execute the swinging effect during the definite stop state. For example, when the sub-CPU 51 determines to execute the swinging effect during the definite stop state in the case of the varying pattern HP15, it controls the swinging device 14 to execute the swinging effect between the time points T34 and T35 in Fig. 8(c).
[0141] When the sub-CPU 51 determines to execute the swinging effect during the interval period, it controls the swinging device 14 to execute the swinging effect during the interval period. For example, when the sub-CPU 51 determines to execute the swinging effect during the definite stop state in the case of the varying pattern HP15, it controls the swinging device 14 to execute the swinging effect between the time points T35 and T36 in Fig. 8(c).
[0142] The sub-CPU 51 controls the swing device 14 to execute a swing effect for a swing effect time corresponding to the timing of executing the swing effect. In the present embodiment, the swing effect time becomes longer in the order of "during the fixed stop state" < "during the interval period" < "during the temporary stop state" < "during the first half period of the variable state" < "during the second half period of the variable state". The swing effect time during the fixed stop state is shorter than the total displacement time of the transmission part. The swing effect time during the interval period is shorter than the total displacement time of the transmission part. The swing effect time during the temporary stop state is longer than the total displacement time of the transmission part. The swing effect time during the first half period of the variable state is longer than the total displacement time of the transmission part. The swing effect time during the second half period of the variable state is longer than the total displacement time of the transmission part.
[0143] Also, the sub-CPU 51 may execute a swing effect during a jackpot game. The sub-CPU 51 controls the swing device 14 to execute a swing effect during a jackpot game based on a specific symbol. On the other hand, the sub-CPU 51 does not execute a swing effect during a jackpot game based on a normal symbol. When the sub-CPU 51 inputs a round command that can identify the last round game, the sub-CPU 51 controls the swing device 14 to execute a swing effect. Not limited to this, when a round command that can identify a predetermined number of round games is input, the swing device 14 may be controlled to execute a swing effect. When the sub-CPU 51 inputs an ending command, the swing device 14 may be controlled to execute a swing effect.
[0144] As described above, in the gaming machine 10, the right hitting notification starts at the start of the opening period and ends at the end of the opening period. For this reason, in the gaming machine 10, the swing effect starts after the right hitting notification ends. Note that the swing effect time during a jackpot game is longer than the total displacement time of the transmission part. The swing effect time during a jackpot game is shorter than the swing effect time during the first half period of the variable state. Thus, in the gaming machine 10, during at least a part of the period including the period from the start of the right hitting notification to the elapse of a predetermined time within the period in which the right hitting notification is executed in the jackpot game, the swing effect is not executed.
[0145] Next, the movable body rendering process performed by the sub-CPU 51 to execute the movable body rendering will be described. When the sub-CPU 51 determines to execute the swinging rendering during the fluctuating state in the swinging rendering process, it executes the movable body rendering process.
[0146] As shown in FIG. 12, in the movable body rendering process, when the sub-CPU 51 determines to execute the swinging rendering during the fluctuating state, it performs a movable rendering lottery to determine whether to execute the movable body rendering during the execution of the swinging rendering. When the sub-CPU 51 determines to execute the swinging rendering during the first half period of the period in the fluctuating state, it performs a movable rendering lottery to determine whether to execute the movable body rendering during the execution of the swinging rendering. When the sub-CPU 51 determines to execute the swinging rendering during the second half period of the period in the fluctuating state, it performs a movable rendering lottery to determine whether to execute the movable body rendering during the execution of the swinging rendering.
[0147] The sub-CPU 51 performs the movable rendering lottery so that the probability of determining to execute the movable body rendering increases in the order of "low" < "high" shown in the figure. That is, the sub-CPU 51 performs the movable rendering lottery so that the probability of executing the movable body rendering when the swinging rendering is executed during the second half period of the period in the fluctuating state is higher than the probability of executing the movable body rendering when the swinging rendering is executed during the first half period of the period in the fluctuating state. Note that when the sub-CPU 51 determines to execute the swinging rendering during the first half period of the period in the fluctuating state, it performs the movable rendering lottery so that the probability of executing the movable body rendering during the execution of the swinging rendering is lower than the probability of not executing the movable body rendering during the execution of the swinging rendering. When the sub-CPU 51 determines to execute the swinging rendering during the second half period of the period in the fluctuating state, it performs the movable rendering lottery so that the probability of executing the movable body rendering during the execution of the swinging rendering is higher than the probability of not executing the movable body rendering during the execution of the swinging rendering.
[0148] The sub-CPU 51 acquires a random number generated by a random number generation process, and determines whether to execute a movable body performance using the acquired random number and a determination value for movable performance lottery. When the acquired random number is smaller than the determination value for movable performance lottery, the sub-CPU 51 determines to execute the movable body performance. When the acquired random number is greater than or equal to the determination value for movable performance lottery, the sub-CPU 51 determines not to execute the movable body performance. The determination value for movable performance lottery is a larger value in the order of "low" < "high" shown in the figure. Also, the determination value of "low" shown in the figure is a value equal to or less than the median of the maximum value of the random number. The determination value of "high" shown in the figure is a value greater than the median of the maximum value of the random number.
[0149] When the sub-CPU 51 determines to execute a movable body performance during the execution of a swinging performance, the sub-CPU 51 controls the movable body EY to execute the movable body performance by a process different from the movable body performance process. That is, when the sub-CPU 51 determines to execute a swinging performance during the first half period of the period in a variable state, the sub-CPU 51 controls the movable body EY to execute the movable body performance during the first half period. When the sub-CPU 51 determines to execute a swinging performance during the second half period of the period in a variable state, the sub-CPU 51 controls the movable body EY to execute the movable body performance during the second half period. In the present embodiment, the movable body performance starts together with the start of the swinging performance and ends together with the end of the swinging performance. However, the movable body performance is not limited to this, and may start before the start of the swinging performance or after the start of the swinging performance. The movable body performance may end before the end of the swinging performance or after the end of the swinging performance. At least a part of the execution period of the movable body performance and the execution period of the swinging performance overlap.
[0150] As described above, when the swaying effect is executed during the latter half of the period in the fluctuating state, the probability of executing the movable body effect is higher than when the swaying effect is executed during the first half of the period in the fluctuating state. Here, in the gaming machine 10, when the swaying effect is executed in the fluctuating state, the transparent portion 12 sways, so that the visibility of the effect symbols visible through the transparent portion 12 is reduced. On the other hand, as described above, in the gaming machine 10, when the movable body effect is executed in the fluctuating state, the visibility of the effect symbols is reduced. Thus, the gaming machine 10 according to the present embodiment can reduce the visibility of the effect symbols by executing a movable body effect different from the swaying effect when the swaying effect is executed in the fluctuating state.
[0151] Next, the effect production process performed by the sub-CPU 51 to execute the effect production will be described. When the sub-CPU 51 determines to execute the swaying effect during the fluctuating state in the swaying effect process, the sub-CPU 51 executes the effect production process. Note that the effect production process is executed after the completion of the movable body effect process.
[0152] In the effect production process, when the sub-CPU 51 determines to execute the swaying effect during the fluctuating state, the sub-CPU 51 performs an effect production lottery to determine whether to execute the effect production during the execution of the swaying effect. When the sub-CPU 51 determines to execute the swaying effect during the first half of the period in the fluctuating state, the sub-CPU 51 performs an effect production lottery to determine whether to execute the effect production during the execution of the swaying effect. When the sub-CPU 51 determines to execute the swaying effect during the latter half of the period in the fluctuating state, the sub-CPU 51 performs an effect production lottery to determine whether to execute the effect production during the execution of the swaying effect.
[0153] The sub-CPU 51 performs an effect production lottery such that the probability of executing an effect production when a swing production is executed during the latter half period of a period in a fluctuating state is higher than the probability of executing an effect production when a swing production is executed during the first half period of the period in the fluctuating state. When the sub-CPU 51 determines to execute a swing production during the first half period of a period in a fluctuating state, the sub-CPU 51 performs an effect production lottery such that the probability of executing an effect production during the execution of the swing production is lower than the probability of not executing an effect production during the execution of the swing production. When the sub-CPU 51 determines to execute a swing production during the latter half period of a period in a fluctuating state, the sub-CPU 51 performs an effect production lottery such that the probability of executing an effect production during the execution of the swing production is higher than the probability of not executing an effect production during the execution of the swing production.
[0154] Also, the sub-CPU 51 performs an effect production lottery such that the probability of executing an effect production when it is determined to execute a movable body production during the execution of a swing production is higher than when it is determined not to execute a movable body production during the execution of a swing production. That is, when a movable body production is executed when a swing production is executed, the probability of executing an effect production is higher than when a movable body production is not executed when a swing production is executed.
[0155] The sub-CPU 51 acquires the random number generated by the random number generation process, and determines whether to execute the effect display using the acquired random number and the determination value for the effect display lottery. When the acquired random number is smaller than the determination value for the effect display lottery, the sub-CPU 51 determines to execute the effect display. When the acquired random number is greater than or equal to the determination value for the effect display lottery, the sub-CPU 51 determines not to execute the effect display. The determination value for the effect display is a larger value when it is determined to execute the swaying display during the latter half period of the fluctuating state than when it is determined to execute the swaying display during the first half period of the fluctuating state. Also, the determination value for the effect display is a larger value when it is determined to execute the movable body display during the execution of the swaying display than when it is determined not to execute the movable body display during the execution of the swaying display.
[0156] When the sub-CPU 51 determines to execute the effect display during the execution of the swaying display, the sub-CPU 51 controls the effect display device EH to execute the effect display by a process different from the effect display process. In the present embodiment, the effect display starts together with the start of the swaying display and ends together with the end of the swaying display. However, the effect display is not limited to this, and the effect display may start before the start of the swaying display or after the start of the swaying display. The effect display may end before the end of the swaying display or after the end of the swaying display. At least a part of the execution period of the effect display and the execution period of the swaying display overlap. In this way, the gaming machine 10 of the present embodiment can execute an effect display different from the movable body display when the swaying display is executed in the fluctuating state.
[0157] In addition, when the sub-CPU 51 executes a swinging effect in a variable state, it may make the effect symbols non-displayed. When the sub-CPU 51 executes a swinging effect during a variable state and does not execute a movable body effect during the execution of the swinging effect, the sub-CPU 51 controls the effect display device EH to make the effect symbols non-displayed during the execution of the swinging effect. Specifically, the sub-CPU 51 controls the effect display device EH to make the effect symbols of all the symbol columns non-displayed at the start of the swinging effect. The sub-CPU 51 controls the effect display device EH to make the effect symbols of all the symbol columns non-displayed until the swinging effect ends. For example, in the gaming machine 10, as shown in FIG. 9, when the swinging effect is being executed and the movable body effect is not executed, the effect symbols of all the symbol columns are made non-displayed. When the swinging effect ends, the sub-CPU 51 controls the effect display device EH to display the effect symbols of all the symbol columns. Not limited to this, the sub-CPU 51 may make the effect symbols non-displayed before the start of the swinging effect, or may make the effect symbols non-displayed later. The sub-CPU 51 may display the effect symbols again before the end of the swinging effect, or may display the effect symbols again later. The period during which the effect symbols are non-displayed and the execution period of the swinging effect overlap at least partially.
[0158] As described above, when the swinging effect is executed in a variable state in the gaming machine 10 of this embodiment, it is possible to reduce the visibility of the effect symbols by making the effect symbols non-displayed. And when the gaming machine 10 makes the effect symbols non-displayed, it makes the effect symbols displayed again after the end of the swinging effect.
[0159] Next, the control regarding the initial operation (initial motion) of the movable body EY performed by the sub-CPU 51 will be described. As described above, in the gaming machine 10, when the power supply is started, there are cases where the initial operation of the movable body EY is performed and cases where the initial operation of the movable body EY is not performed. When the power supply is cut off during the execution of the movable body effect, the sub-CPU 51 controls the movable body EY to perform the initial operation when the power supply is started thereafter. On the other hand, when the power supply is cut off during the non-execution of the movable body effect, the sub-CPU 51 does not cause the movable body EY to perform the initial operation even when the power supply is started thereafter. Thus, in the gaming machine 10, when the power supply is cut off while the movable body effect is being executed, the initial operation of the movable body EY is performed. On the other hand, in the gaming machine 10, when the power supply is cut off while the movable body effect is not being executed, the initial operation of the movable body EY is not performed. The fact that the movable body effect is being executed is an example of the condition for executing the initial operation of the movable body EY being satisfied. The fact that the movable body effect is not being executed is an example of the condition for executing the initial operation of the movable body EY not being satisfied. The gaming machine 10 is configured to be able to execute the initial operation of the movable body EY when the condition for executing the initial operation of the movable body EY is satisfied.
[0160] Next, control regarding the initial operation (initial movement) of the swing device 14 performed by the sub-CPU 51 will be described. As described above, in the gaming machine 10, when the power supply is started, there are cases where the initial operation of the swing device 14 is performed and cases where the initial operation of the swing device 14 is not performed. When the power supply is cut off during the execution of the swing effect, the sub-CPU 51 controls the swing device 14 to perform the initial operation when the power supply is started thereafter. On the other hand, when the power supply is cut off during the non-execution of the swing effect, the sub-CPU 51 does not cause the swing device 14 to perform the initial operation even when the power supply is started thereafter. Therefore, in the gaming machine 10, when the power supply is started, there are cases where the initial operation of the transmission unit 12 is performed and cases where the initial operation of the transmission unit 12 is not performed.
[0161] As described above, in the gaming machine 10, when the power supply is cut off while the swinging effect is being executed, the initial operation of the swinging device 14 is performed. On the other hand, in the gaming machine 10, when the power supply is cut off while the swinging effect is not being executed, the initial operation of the swinging device 14 is not performed. In the gaming machine 10, when the power supply is cut off while the swinging effect is being executed, the initial operation of the transmission unit 12 is performed. On the other hand, in the gaming machine 10, when the power supply is cut off while the swinging effect is not being executed, the initial operation of the transmission unit 12 is not performed.
[0162] The fact that the swinging effect is being executed is an example of the condition for executing the initial operation of the swinging device 14 being satisfied. The fact that the swinging effect is not being executed is an example of the condition for executing the initial operation of the swinging device 14 not being satisfied. The gaming machine 10 is configured to be able to execute the initial operation of the swinging device 14 when the condition for executing the initial operation of the swinging device 14 is satisfied. The fact that the swinging effect is being executed is an example of the condition for executing the initial operation of the transmission unit 12 being satisfied. The fact that the swinging effect is not being executed is an example of the condition for executing the initial operation of the transmission unit 12 not being satisfied. The gaming machine 10 is configured to be able to execute the initial operation of the transmission unit 12 when the condition for executing the initial operation of the transmission unit 12 is satisfied.
[0163] Next, the display mode of the effect symbols, the swinging mode of the transmission unit 12, the execution probability of the swinging effect, the execution probability of the movable body effect, and the execution probability of the effect effect during the variable state, the temporary stop state, the definite stop state, and the interval period will be described.
[0164] As shown in FIG. 13, in the gaming machine 10, during the variable state, a variable display is performed in which the types of the effect symbols change and are displayed over time in at least a part of the symbol columns. That is, in the gaming machine 10, during the variable state, at least some of the effect symbols are changing. In the gaming machine 10, when the swinging effect is executed during the variable state, the transmission unit 12 swings. The displaceable displacement amount of the transmission unit 12 at this time is the displacement amount Y2 (2 mm).
[0165] In the gaming machine 10, when it is in the temporary stop state, a temporary stop display is performed in which the effect symbols are displayed while swaying. That is, in the gaming machine 10, when it is in the temporary stop state, the effect symbols are swaying. The displaceable amount of displacement of the effect symbols at this time is the displacement amount Y1 (10 mm). In the gaming machine 10, when a swaying effect is executed in the temporary stop state, the transparent portion 12 sways. The displaceable amount of displacement of the transparent portion 12 at this time is the displacement amount Y2 (2 mm).
[0166] In the gaming machine 10, when it is in the definite stop state, a definite stop display is performed in which the effect symbols are definitely stopped and displayed without the type of the effect symbols changing over time. That is, in the gaming machine 10, when it is in the definite stop state, the effect symbols are definitely stopped. In the gaming machine 10, when a swaying effect is executed in the definite stop state, the transparent portion 12 sways. The displaceable amount of displacement of the transparent portion 12 at this time is the displacement amount Y2 (2 mm).
[0167] In the gaming machine 10, when it is in the interval period, a definite stop display is performed in which the effect symbols are definitely stopped and displayed without the type of the effect symbols changing over time. That is, in the gaming machine 10, when it is in the interval period, the effect symbols are definitely stopped. In the gaming machine 10, when a swaying effect is executed in the interval period, the transparent portion 12 sways. The displaceable amount of displacement of the transparent portion 12 at this time is the displacement amount Y2 (2 mm).
[0168] In the gaming machine 10, in the order of "low" < "medium" < "high" shown in the figure, the execution probability of the swaying effect is increasing. Specifically, in the gaming machine 10, the probability that it is determined to execute the swaying effect during the variable state is higher than the probability that it is determined to execute the swaying effect during the temporary stop state. Therefore, in the gaming machine 10, when it is assumed that a predetermined number of effect games have been executed, the number of times the swaying effect is executed during the variable state is more likely to be greater than the number of times the swaying effect is executed during the temporary stop state. That is, in the gaming machine 10, the swaying effect is more likely to be executed during the variable state than during the temporary stop state.
[0169] In the gaming machine 10, the probability that a swinging effect is determined to be executed during a variable state is higher than the probability that a swinging effect is determined to be executed during a fixed stop state. Therefore, in the gaming machine 10, when it is assumed that a predetermined number of effect games have been executed, the number of times the swinging effect is executed during the variable state is more likely to be greater than the number of times the swinging effect is executed during the fixed stop state. That is, in the gaming machine 10, the swinging effect is more likely to be executed during the variable state than during the fixed stop state.
[0170] In the gaming machine 10, the probability that a swinging effect is determined to be executed during a variable state is higher than the probability that a swinging effect is determined to be executed during an interval period. Therefore, in the gaming machine 10, when it is assumed that a predetermined number of effect games have been executed, the number of times the swinging effect is executed during the variable state is more likely to be greater than the number of times the swinging effect is executed during the interval period. That is, in the gaming machine 10, the swinging effect is more likely to be executed during the variable state than during the interval period.
[0171] In the gaming machine 10, the probability that a swinging effect is determined to be executed during a pseudo-stop state is higher than the probability that a swinging effect is determined to be executed during a fixed stop state. Therefore, in the gaming machine 10, when it is assumed that a predetermined number of effect games have been executed, the number of times the swinging effect is executed during the pseudo-stop state is more likely to be greater than the number of times the swinging effect is executed during the fixed stop state. That is, in the gaming machine 10, the swinging effect is more likely to be executed during the pseudo-stop state than during the fixed stop state.
[0172] In the gaming machine 10, the probability that a swinging effect is determined to be executed during a pseudo-stop state is higher than the probability that a swinging effect is determined to be executed during an interval period. Therefore, in the gaming machine 10, when it is assumed that a predetermined number of effect games have been executed, the number of times the swinging effect is executed during the pseudo-stop state is more likely to be greater than the number of times the swinging effect is executed during the interval period. That is, in the gaming machine 10, the swinging effect is more likely to be executed during the pseudo-stop state than during the interval period.
[0173] In the gaming machine 10, the probability of determining to execute the swing effect during the confirmation stop state is the same as the probability of determining to execute the swing effect during the interval period. Not limited to this, the probability of determining to execute the swing effect during the confirmation stop state may be different from the probability of determining to execute the swing effect during the interval period.
[0174] In the gaming machine 10, the execution probability of the movable body effect increases in the order of "low" < "high" shown in the figure. Specifically, in the gaming machine 10, when it is determined to execute the swing effect during the latter half period of the variable state period, the probability of determining to execute the movable body effect is higher than the probability of determining to execute the movable body effect when it is determined to execute the swing effect during the first half period of the variable state period. Therefore, in the gaming machine 10, the number of times the movable body effect is executed when the swing effect is executed during the latter half period of the variable state period is more likely to be greater than the number of times the movable body effect is executed when the swing effect is executed during the first half period of the variable state period. That is, in the gaming machine 10, the movable body effect is more likely to be executed when the swing effect is executed during the latter half period of the variable state period than when the swing effect is executed during the first half period of the variable state period.
[0175] In the gaming machine 10, the execution probability of the effect presentation increases in the order of "low" < "high" shown in the figure. Specifically, in the gaming machine 10, when it is determined to execute the swinging presentation during the latter half period of the variable state period, the probability of determining to execute the effect presentation is higher than the probability of determining to execute the effect presentation when it is determined to execute the swinging presentation during the first half period of the variable state period. Therefore, in the gaming machine 10, the number of times the effect presentation is executed when the swinging presentation is executed during the latter half period of the variable state period is likely to be more than the number of times the effect presentation is executed when the swinging presentation is executed during the first half period of the variable state period. That is, in the gaming machine 10, the effect presentation is more likely to be executed when the swinging presentation is executed during the latter half period of the variable state period than when the swinging presentation is executed during the first half period of the variable state period.
[0176] Also, in the gaming machine 10, when it is determined to execute the movable body presentation when the swinging presentation is executed, the probability of determining to execute the effect presentation is higher than the probability of determining to execute the effect presentation when it is determined not to execute the movable body presentation when the swinging presentation is executed. Therefore, in the gaming machine 10, the number of times the effect presentation is executed when both the swinging presentation and the movable body presentation are executed is likely to be more than the number of times the effect presentation is executed when the swinging presentation is executed and the movable body presentation is not executed. That is, in the gaming machine 10, the effect presentation is more likely to be executed when the movable body presentation is executed when the swinging presentation is executed than when the movable body presentation is not executed when the swinging presentation is executed.
[0177] The effects of the embodiment will be described. (1) In a gaming machine configured to be able to execute a swinging presentation, it is desired to appropriately execute the swinging presentation.
[0178] In the gaming machine 10, the result of the effect game is derived when the effect symbols stop definitely. In the gaming machine 10, if the transparent part 12 swings when the effect symbols have stopped definitely, there is a risk of obstructing the visual recognition of the effect symbols. Therefore, in the gaming machine 10, if the transparent part 12 swings when the effect symbols have stopped definitely, there is a risk of making it difficult to specify the result of the effect game. By the way, in the present embodiment, when a predetermined number of effect games have been executed, the probability that the swing effect is executed when in the definite stop state is lower than the probability that the swing effect is executed when in the variable state. Therefore, the frequency with which the transparent part 12 swings when in the definite stop state is low. Thus, according to the present embodiment, it is possible to suppress the difficulty of specifying the result of the effect game while allowing the player to enjoy the swing effect. In this way, according to the present embodiment, the swing effect can be executed appropriately.
[0179] (2) In the gaming machine 10, the swing effect can be executed in a situation where the result of the effect game becomes a jackpot symbol combination and a jackpot game is awarded. Thus, according to the present embodiment, it is possible to make the player who hopes for the awarding of the jackpot game expect the execution of the swing effect, and to improve the interest. Here, in the gaming machine 10, when a predetermined number of effect games have been executed, the probability that the swing effect is executed when in the definite stop state and a jackpot symbol combination is derived is lower than the probability that the swing effect is executed when in the variable state. Therefore, the frequency with which the transparent part 12 swings when in the definite stop state is low. Thus, according to the present embodiment, it is possible to suppress the difficulty of specifying the result of the effect game while allowing the player to enjoy the swing effect.
[0180] (3) In the gaming machine 10, a right-handed hit notification that can identify an operation mode of the firing handle HD that is advantageous to the player is visible through the transparent portion 12. Therefore, in the gaming machine 10, if the transparent portion 12 swings when the right-handed hit notification is being executed, there is a risk of obstructing the visual recognition of the right-handed hit notification. By the way, in the present embodiment, during at least a part of the period including the period from the start of the right-handed hit notification until a predetermined time has elapsed during the period when the right-handed hit notification is executed in the big win game, the swinging effect is not executed. According to this, according to the present embodiment, while enjoying the swinging effect, it is possible to suppress obstructing the visual recognition of the right-handed hit notification and to make the player understand the operation mode of the firing handle HD that is advantageous to the player.
[0181] (4) In the gaming machine 10, if the transparent portion 12 swings when the performance symbol has stopped definitely, there is a risk of making it difficult to specify the result of the performance game. By the way, in the present embodiment, when a predetermined number of performance games are executed, the probability that the swinging effect is executed when in the definite stop state is lower than the probability that the swinging effect is executed when in the temporary stop state. Therefore, the frequency with which the transparent portion 12 swings when in the definite stop state is low. According to this, according to the present embodiment, while enjoying the swinging effect, it is possible to suppress making it difficult to specify the result of the performance game. Thus, according to the present embodiment, the swinging effect can be executed appropriately.
[0182] (5) In the gaming machine 10, when a predetermined number of performance games are executed, the probability that the swinging effect is executed when in the definite stop state and a big win symbol combination is derived is lower than the probability that the swinging effect is executed when in the temporary stop state. Therefore, the frequency with which the transparent portion 12 swings when in the definite stop state is low. According to this, according to the present embodiment, while enjoying the swinging effect, it is possible to suppress making it difficult to specify the result of the performance game.
[0183] (6) In the gaming machine 10, since the probability that the swinging effect is executed in the order of "fluctuating state > temporary stop state > determined stop state" for the state related to the effect symbols in the effect game is low, the frequency of the transparent part 12 swinging when it is in the determined stop state is low. Thus, according to the present embodiment, it is possible to suppress the difficulty of specifying the result of the effect game while allowing the player to enjoy the swinging effect.
[0184] (7) In the gaming machine 10, the result of the effect game is derived by the effect symbols stopping deterministically. And in the gaming machine 10, when an interval period elapses after the determined stop state is reached and the effect game ends, the next effect game can be started. In the gaming machine 10, if the transparent part 12 swings during the interval period, there is a risk of being misjudged that the effect game has not ended or that the next effect game has started. That is, in the gaming machine 10, if the transparent part 12 swings during the interval period, there is a risk of being misjudged that the effect game is being executed even though the effect game is not being executed. However, in the present embodiment, when a predetermined number of effect games are executed, the probability that the swinging effect is executed during the interval period is lower than the probability that the swinging effect is executed when it is in the fluctuating state, so the frequency of the transparent part 12 swinging during the interval period is low. Thus, according to the present embodiment, it is possible to suppress the misjudgment that the effect game is being executed while allowing the player to enjoy the swinging effect. In this way, according to the present embodiment, the swinging effect can be executed appropriately.
[0185] (8) The state related to the effect symbols during the interval period includes the same state as when it is in the determined stop state. Thus, in the gaming machine 10, it can be clearly recognized that the effect game has ended. If the transparent part 12 swings during such an interval period, it becomes difficult to recognize the end and start of the effect game. However, in the present embodiment, the frequency of the transparent part 12 swinging is lower during the interval period than when it is in the fluctuating state. Thus, according to the present embodiment, it is possible to suppress the difficulty of recognizing the end and start of the effect game while allowing the player to enjoy the swinging effect.
[0186] (9) In the gaming machine 10, when a production game is executed a predetermined number of times, the probability that the swinging effect is executed during the interval period after a jackpot symbol combination is derived as the result of the production game is lower than the probability that the swinging effect is executed when in a variable state. Therefore, the frequency with which the transparent part 12 swings during the interval period is low. Accordingly, according to the present embodiment, it is possible to suppress the misrecognition that the production game is being executed while allowing the player to enjoy the swinging effect.
[0187] (10) In the gaming machine 10, if the transparent part 12 swings during the interval period, there is a risk of misrecognition that the production game is being executed even though the production game is not being executed. However, in the present embodiment, when a production game is executed a predetermined number of times, the probability that the swinging effect is executed during the interval period is lower than the probability that the swinging effect is executed when in a temporary stop state. Therefore, the frequency with which the transparent part 12 swings during the interval period is low. Accordingly, according to the present embodiment, it is possible to suppress the misrecognition that the production game is being executed while allowing the player to enjoy the swinging effect. Thus, according to the present embodiment, the swinging effect can be appropriately executed.
[0188] (11) In the gaming machine 10, when a production game is executed a predetermined number of times, the probability that the swinging effect is executed during a predetermined period after a jackpot symbol combination is derived as the result of the production game is lower than the probability that the swinging effect is executed when in a temporary stop state. Therefore, the frequency with which the transparent part 12 swings during the interval period is low. Accordingly, according to the present embodiment, it is possible to suppress the misrecognition that the production game is being executed while allowing the player to enjoy the swinging effect.
[0189] (12) The state regarding the effect symbols during the interval period does not include the same state as when in the temporary stop state, but includes the same state as when in the definite stop state. Thereby, the gaming machine 10 can clearly recognize that the effect game has ended. If the transparent part 12 swings during such an interval period, it becomes difficult to recognize the end and start of the effect game. In the present embodiment, the frequency of the transparent part 12 swinging is lower during the interval period than when in the temporary stop state. Thereby, according to the present embodiment, while allowing the player to enjoy the swinging effect, it is possible to suppress the situation where it becomes difficult to recognize the end and start of the effect game.
[0190] (13) When in the temporary stop state during the effect game, the effect symbols may repeat displacements of displacement amount Y1. On the other hand, when in the definite stop state during the effect game, the effect symbols stop definitely without displacement. When the swinging effect is being executed, the transparent part 12 may repeat displacements of displacement amount Y2. Here, in the gaming machine 10, the result of the effect game is derived by the effect symbols stopping definitely. In the gaming machine 10, if the transparent part 12 repeats displacements when in the definite stop state, there is a risk of being misjudged as the temporary stop state. That is, if the transparent part 12 swings when the effect symbols have stopped definitely, there is a risk of being misjudged that the result of the effect game has not been derived even though the result of the effect game has been derived. However, in the present embodiment, the displacement amount Y2 of the transparent part 12 due to the swinging effect is smaller than the displacement amount Y1 of the effect symbols when in the temporary stop state. Thereby, according to the present embodiment, even if the swinging effect is executed when in the definite stop state, it is possible to suppress being misjudged as the temporary stop state. Therefore, according to the present embodiment, while allowing the player to enjoy the swinging effect, it is possible to suppress being misjudged that the result of the effect game has not been derived. Thus, according to the present embodiment, the swinging effect can be appropriately executed.
[0191] (14) The transmission part 12 is provided on the front frame 11c where the swinging device 14 is provided. On the other hand, the effect display device EH is provided on the middle frame 11b where the swinging device 14 is not provided. Thus, in the present embodiment, it is possible to easily transmit the swing by the swinging device 14 to the transmission part 12 while suppressing the transmission of the swing to the effect display device EH where the effect game is played. Therefore, according to the present embodiment, while enjoying the swing effect, it is possible to suppress the appearance that the effect symbols swing due to the swinging of the effect display device EH by the swing effect.
[0192] (15) The distance from the swinging device 14 to the effect display device EH is longer than the distance from the swinging device 14 to the transmission part 12. Thereby, in the gaming machine 10, it is possible to suppress the transmission of the swing to the effect display device EH where the effect game is played. Therefore, according to the present embodiment, while enjoying the swing effect, it is possible to suppress the appearance that the effect symbols swing due to the swinging of the effect display device EH by the swing effect.
[0193] (16) In the gaming machine 10, if the transmission part 12 swings in the determined stop state, the effect symbols may seem to swing, which may cause a misjudgment that it is not in the determined stop state. That is, in the gaming machine 10, if the transmission part 12 swings in the determined stop state, there is a risk of misjudging that the result of the effect game has not been derived even though the result of the effect game has been derived. However, in the present embodiment, when a predetermined number of effect games are executed, the probability that the swing effect is executed in the determined stop state is lower than the probability that the swing effect is executed in the variable state. Therefore, the frequency of the transmission part 12 swinging in the determined stop state is low. Thereby, according to the present embodiment, while enjoying the swing effect, it is possible to suppress the misjudgment that the result of the effect game has not been derived. Thus, according to the present embodiment, the swing effect can be appropriately executed.
[0194] (17) In the gaming machine 10, if the transparent part 12 swings when it is in the determined stop state, there is a risk of being misjudged as, for example, a temporary stop state where the effect symbols swing. That is, in the gaming machine 10, if the transparent part 12 swings when it is in the determined stop state, there is a risk of being misjudged that the result of the effect game has not been derived even though the result of the effect game has been derived. By the way, in the present embodiment, when a predetermined number of effect games are executed, the probability that the swing effect is executed when in the determined stop state is lower than the probability that the swing effect is executed when in the temporary stop state. Therefore, the frequency of the transparent part 12 swinging when in the determined stop state is low. Thus, according to the present embodiment, it is possible to suppress the misjudgment that the result of the effect game has not been derived while allowing the player to enjoy the swing effect. In this way, according to the present embodiment, the swing effect can be appropriately executed.
[0195] (18) In a gaming machine configured to be able to execute a swing effect, there is a risk of reducing the player's interest by affecting an event different from the swing effect as the swing effect is executed.
[0196] When in the variable state in the effect game, if the transparent part 12 swings, it may give a sense of discomfort to the effect game being executed and there is a risk of reducing the player's interest. And a player who feels discomfort with the effect game may be distracted by the effect game and not be able to enjoy the swing effect, which may further reduce the interest. By the way, in the present embodiment, when the swing effect is executed in the variable state, a movable body effect different from the swing effect can be executed to reduce the visibility of the effect symbols. Thus, according to the present embodiment, when the swing effect is executed, the degree of attention of the player to the effect game can be reduced, the sense of discomfort with the effect game can be suppressed, and the player can enjoy the swing effect. In this way, according to the present embodiment, it is possible to suppress the influence on an event different from the swing effect as the swing effect is executed and suppress the reduction of the player's interest.
[0197] (19) During the latter half of the period of the variable state in the performance game, since the time until the result of the performance game is derived is closer than that in the first half of the period of the variable state in the performance game, it can be said that it is a period with a higher degree of attention from the player to the performance game. In the gaming machine 10, when the swinging performance is executed in the latter half period, the execution probability of the movable body performance is higher than when the swinging performance is executed in the first half period. According to this embodiment, when the swinging performance is executed, by executing the movable body performance, the degree of attention of the player to the performance game is reduced during the latter half period when the degree of attention of the player to the performance game is particularly high, and the sense of discomfort with respect to the performance game is suppressed, and at the same time, the swinging performance can be enjoyed. Further, according to this embodiment, in the first half period where the degree of attention of the player to the performance game is likely to be lower than in the latter half period, since the movable body EY is more likely to be located at the original position GI than in the latter half period, a different way of enjoying the swinging performance from that in the latter half period can be provided.
[0198] (20) In the gaming machine 10, when the swinging performance is executed when the performance game is in a variable state, the performance symbols may be made non-displayable. According to this embodiment, by making the performance symbols non-displayable, since the performance symbols cannot be visually recognized, the sense of discomfort with respect to the performance game can be suppressed. And in the gaming machine 10, since the performance symbols are displayed again when the swinging performance ends, the performance symbols can be displayed in a situation where they are easy to visually recognize. According to this embodiment, when the swinging performance is executed, the sense of discomfort with respect to the performance game is suppressed, and at the same time, the swinging performance can be enjoyed.
[0199] When the rocking effect is executed when in a variable state, since the effect image EC is displaced dynamically, an effect can be executed to direct the player's attention to the effect performance. Thus, according to this embodiment, when the rocking effect is executed, the degree of attention of the player to the game performance can be reduced, the sense of incongruity with respect to the game performance can be suppressed, and the rocking effect can be enjoyed. In this way, according to this embodiment, it is possible to suppress the influence on an event different from the rocking effect as the rocking effect is executed, and to suppress a decrease in the player's interest.
[0200] (22) In the gaming machine 10, the displacement amount Y2 by which the transmission part 12 can be displaced as the rocking effect is executed is smaller than the displacement amount Y3 by which the effect image EC can be displaced dynamically. For this reason, according to this embodiment, even if the transmission part 12 is displaced as the rocking effect is executed, it is possible to suppress preventing the visual recognition of the fact that the effect image EC is displaced dynamically. That is, according to this embodiment, even when the rocking effect is executed, it is possible to suppress affecting the effect performance.
[0201] (23) In the gaming machine 10, when the movable body effect is executed when the rocking effect is executed, since an effect performance in which the effect image EC is displaced dynamically is likely to be executed, the player's attention to the game performance can also be directed to the effect performance. Thus, according to the present invention, when the rocking effect is executed, by executing the movable body effect and the effect performance, the degree of attention of the player to the game performance can be reduced especially in the latter half period when the degree of attention of the player to the game performance is high, the sense of incongruity with respect to the game performance can be suppressed, and the rocking effect can be enjoyed. Also, according to this embodiment, in the first half period in which the degree of attention of the player to the game performance is likely to be lower than in the latter half period, since it is difficult to execute the movable body effect and the effect performance more than in the latter half period, it is possible to provide a different way of enjoying the rocking effect from that in the latter half period.
[0202] The above-described embodiment can be implemented with the following modifications. The above-described embodiment and the following modification examples can be implemented in combination with each other within a technically consistent range. · When the sub-CPU 51 executes a swinging effect in a variable state, it may reduce the size of the display area of the effect symbols. When the sub-CPU 51 executes a swinging effect during the variable state but does not execute a movable body effect during the execution of the swinging effect, it may control the effect display device EH to reduce the size of the display area of the effect symbols during the execution of the swinging effect. Note that the sub-CPU 51 does not have to change the size of the display area of the effect symbols during the confirmed stop state. Specifically, the sub-CPU 51 may control the effect display device EH to reduce the size of the effect symbols in all symbol columns and display them together with the start of the swinging effect. As a result, in the gaming machine 10, the size of the display area of the effect symbols becomes smaller during the execution of the swinging effect in the variable state. The size of the effect symbols in this case may be smaller than the size of the effect symbols in the confirmed stop state. Therefore, in the gaming machine 10, the display area of the effect symbols can be made smaller than in the confirmed stop state during the execution of the swinging effect in the variable state. The sub-CPU 51 may control the effect display device EH to keep the effect symbols in all symbol columns reduced in size until the swinging effect ends. For example, in the gaming machine 10, effect symbols having a size smaller than the size of each effect symbol shown in FIG. 7 may be displayed. When the swinging effect ends, the sub-CPU 51 may control the effect display device EH to restore the size of the effect symbols in all symbol columns and display them. Not limited to this, the sub-CPU 51 may reduce the size of the effect symbols before the start of the swinging effect, or may reduce the size of the effect symbols later. The sub-CPU 51 may restore the size of the effect symbols and display them before the end of the swinging effect, or may restore the size of the effect symbols and display them later. The period during which the size of the effect symbols becomes smaller and the execution period of the swinging effect overlap at least partially. That is, the period during which the display area of the effect symbols becomes smaller and the execution period of the swinging effect overlap at least partially. In this way, when the swinging effect is executed in the variable state in the gaming machine 10 of this modification example, it is possible to reduce the visibility of the effect symbols by making the display area of the effect symbols smaller than in the confirmed stop state.
[0203] According to the above modification example, when a swinging effect is executed while in a variable state in the effect game, the display area of the effect symbol can be smaller than when in a confirmed stop state in the effect game. According to the above modification example, since the display area of the effect symbol becomes smaller, the visibility of the effect symbol can be reduced, so that the sense of incongruity with respect to the effect game can be suppressed. Thereby, according to the above modification example, when the swinging effect is executed, the sense of incongruity with respect to the effect game can be suppressed and the swinging effect can be enjoyed. On the other hand, when in the confirmed stop state, since the size of the display area of the effect symbol is not changed, the visibility of the effect symbol can be improved in the confirmed stop state. Thereby, according to this modification example, it is possible to make it easier to recognize that the result of the effect game has been derived.
[0204] · When the sub-CPU 51 causes the swinging effect to be executed, regardless of whether or not the movable body effect is executed, the sub-CPU 51 may control the effect display device EH so as to reduce the size of the display area of the effect symbol during the execution of the swinging effect. When the sub-CPU 51 causes the swinging effect to be executed, regardless of whether the period during which the swinging effect is executed is during the variable state, the temporary stop state, the confirmed stop state, or the interval period, the sub-CPU 51 may control the effect display device EH so as to reduce the size of the display area of the effect symbol during the execution of the swinging effect. That is, when the swinging effect is executed, the gaming machine 10 may make the display area of the effect symbol smaller than when the swinging effect is not executed.
[0205] · When the sub-CPU 51 causes the swinging effect to be executed, regardless of whether or not the movable body effect is executed, the sub-CPU 51 may control the effect display device EH so as to make the effect symbol non-displayed during the execution of the swinging effect. When the sub-CPU 51 causes the swinging effect to be executed, regardless of whether the period during which the swinging effect is executed is during the variable state, the temporary stop state, the confirmed stop state, or the interval period, the sub-CPU 51 may control the effect display device EH so as to make the effect symbol non-displayed during the execution of the swinging effect. That is, when the swinging effect is executed, the gaming machine 10 may make the effect symbol non-displayed.
[0206] · When it is the variable pattern HP14, the swaying effect may not be executed during the confirmed stop state. When it is the variable pattern HP15, the swaying effect may not be executed during the confirmed stop state. In this case, the sub-CPU 51 may conduct a swaying effect lottery and decide not to execute the swaying effect during the confirmed stop state. The sub-CPU 51 may also decide not to execute the swaying effect during the confirmed stop state without conducting the swaying effect lottery. Thus, when it is in the confirmed stop state, the swaying effect may not be executed, and the probability of the swaying effect being executed may be lower than when it is in the variable state. Also, when it is in the confirmed stop state, the swaying effect may not be executed, and the probability of the swaying effect being executed may be lower than when it is in the temporary stop state.
[0207] · When it is the variable pattern HP14, the swaying effect may not be executed during the interval period. When it is the variable pattern HP15, the swaying effect may not be executed during the interval period. In this case, the sub-CPU 51 may conduct a swaying effect lottery and decide not to execute the swaying effect during the interval period. The sub-CPU 51 may also decide not to execute the swaying effect during the interval period without conducting the swaying effect lottery. Thus, when it is in the interval period, the swaying effect may not be executed, and the probability of the swaying effect being executed may be lower than when it is in the variable state. Also, when it is in the interval period, the swaying effect may not be executed, and the probability of the swaying effect being executed may be lower than when it is in the temporary stop state.
[0208] ·When it is the fluctuation pattern HP11, a rocking effect may be executed during the fluctuation state. When it is the fluctuation pattern HP12, a rocking effect may be executed during the fluctuation state. In this case, the sub-CPU 51 may perform a rocking effect lottery to determine whether to execute the rocking effect during the fluctuation state. The sub-CPU 51 may perform the rocking effect lottery so that the probability of executing the rocking effect during the fluctuation state when it is the fluctuation pattern HP12 is lower than the probability of executing the rocking effect during the fluctuation state when it is any of the fluctuation patterns HP13 to HP15. The sub-CPU 51 may perform the rocking effect lottery so that the probability of executing the rocking effect during the fluctuation state when it is the fluctuation pattern HP11 is lower than the probability of executing the rocking effect during the fluctuation state when it is any of the fluctuation patterns HP12 to HP15.
[0209] ·When it is the variable pattern HP11, a swaying effect may be executed during the temporary stop state. When it is the variable pattern HP12, a swaying effect may be executed during the temporary stop state. When it is the variable pattern HP13, a swaying effect may be executed during the temporary stop state. In this case, the sub-CPU 51 may perform a swaying effect lottery to determine whether to execute the swaying effect during the temporary stop state. The sub-CPU 51 may perform the swaying effect lottery so that the probability of executing the swaying effect during the temporary stop state is lower than the probability of executing the swaying effect during the variable state. The sub-CPU 51 may perform the swaying effect lottery so that the probability of executing the swaying effect during the temporary stop state when it is the variable pattern HP13 is lower than the probability of executing the swaying effect during the temporary stop state when it is either of the variable patterns HP14 and HP15. The sub-CPU 51 may perform the swaying effect lottery so that the probability of executing the swaying effect during the temporary stop state when it is the variable pattern HP12 is lower than the probability of executing the swaying effect during the temporary stop state when it is any of the variable patterns HP13 to HP15. The sub-CPU 51 may perform the swaying effect lottery so that the probability of executing the swaying effect during the temporary stop state when it is the variable pattern HP11 is lower than the probability of executing the swaying effect during the temporary stop state when it is any of the variable patterns HP12 to HP15.
[0210] ·When it is the variable pattern HP11, a rocking effect may be executed during the confirmed stop state. When it is the variable pattern HP12, a rocking effect may be executed during the confirmed stop state. When it is the variable pattern HP13, a rocking effect may be executed during the confirmed stop state. In this case, the sub-CPU 51 may perform a rocking effect lottery to determine whether to execute the rocking effect during the confirmed stop state. The sub-CPU 51 may perform the rocking effect lottery so that the probability of executing the rocking effect during the confirmed stop state is lower than the probability of executing the rocking effect during the variable state. The sub-CPU 51 may perform the rocking effect lottery so that the probability of executing the rocking effect during the confirmed stop state is lower than the probability of executing the rocking effect during the temporary stop state. The sub-CPU 51 may perform the rocking effect lottery so that the probability of executing the rocking effect during the confirmed stop state when it is the variable pattern HP13 is lower than the probability of executing the rocking effect during the confirmed stop state when it is either of the variable patterns HP14 and HP15. The sub-CPU 51 may perform the rocking effect lottery so that the probability of executing the rocking effect during the confirmed stop state when it is the variable pattern HP12 is lower than the probability of executing the rocking effect during the confirmed stop state when it is any of the variable patterns HP13 to HP15. The sub-CPU 51 may perform the rocking effect lottery so that the probability of executing the rocking effect during the confirmed stop state when it is the variable pattern HP11 is lower than the probability of executing the rocking effect during the confirmed stop state when it is any of the variable patterns HP12 to HP15.
[0211] · When it is the variable pattern HP11, a swaying effect may be executed during the interval period. When it is the variable pattern HP12, a swaying effect may be executed during the interval period. When it is the variable pattern HP13, a swaying effect may be executed during the interval period. In this case, the sub-CPU 51 may perform a swaying effect lottery to determine whether to execute the swaying effect during the interval period. The sub-CPU 51 may perform the swaying effect lottery so that the probability of executing the swaying effect during the interval period is lower than the probability of executing the swaying effect during the variable state. The sub-CPU 51 may perform the swaying effect lottery so that the probability of executing the swaying effect during the interval period is lower than the probability of executing the swaying effect during the temporary stop state. The sub-CPU 51 may perform the swaying effect lottery so that the probability of executing the swaying effect during the interval period when it is the variable pattern HP13 is lower than the probability of executing the swaying effect during the interval period when it is either of the variable patterns HP14 and HP15. The sub-CPU 51 may perform the swaying effect lottery so that the probability of executing the swaying effect during the interval period when it is the variable pattern HP12 is lower than the probability of executing the swaying effect during the interval period when it is any of the variable patterns HP13 to HP15. The sub-CPU 51 may perform the swaying effect lottery so that the probability of executing the swaying effect during the interval period when it is the variable pattern HP11 is lower than the probability of executing the swaying effect during the interval period when it is any of the variable patterns HP12 to HP15.
[0212] · The probability of executing the swing performance may be changed as appropriate. For example, when the variable patterns are HP14 and HP15, the sub-CPU 51 may perform a swing performance lottery so that the probability of executing the swing performance during the interval period is higher than the probability of executing the swing performance during the fixed stop state. That is, when a predetermined number of performance games are executed, the probability of executing the swing performance during the interval period may be higher than the probability of executing the swing performance during the fixed stop state.
[0213] · When the sub-CPU 51 determines to execute a swing performance during the first half period of the variable state period, it may also determine to execute a movable body performance during the execution of the swing performance. In this case, the sub-CPU 51 may perform a movable performance lottery to determine to execute a movable body performance during the execution of the swing performance. The sub-CPU 51 may also determine to execute a movable body performance during the execution of the swing performance without performing a movable performance lottery.
[0214] · When the sub-CPU 51 determines to execute a swing performance during the second half period of the variable state period, it may also determine to execute a movable body performance during the execution of the swing performance. In this case, the sub-CPU 51 may perform a movable performance lottery to determine to execute a movable body performance during the execution of the swing performance. The sub-CPU 51 may also determine to execute a movable body performance during the execution of the swing performance without performing a movable performance lottery.
[0215] · The movable body performance may be executable when the swing performance is executed during the temporary stop state. The movable body performance may be executable when the swing performance is executed during the fixed stop state. The movable body performance may be executable when the swing performance is executed during the interval period. The movable body performance may be executable when the swing performance is executed during the big win game.
[0216] · When the sub-CPU 51 executes the swing effect, the swing effect time may be different depending on whether the movable body effect is executed or not. For example, when the sub-CPU 51 executes the swing effect, the swing effect time may be longer when the movable body effect is executed than when the movable body effect is not executed.
[0217] · The swing effect time may be changed as appropriate. For example, the swing effect time may be longer in the order of "definite stop state" < "interval period" < "first half period of the variable state" < "second half period of the variable state" < "temporary stop state". For example, the swing effect time may be longer in the order of "first half period of the variable state" < "second half period of the variable state" < "temporary stop state" < "definite stop state" < "interval period". The swing effect time during the definite stop state may be longer or shorter than the total displacement time of the transmission part. The swing effect time during the interval period may be longer or shorter than the total displacement time of the transmission part. The swing effect time of the temporary stop state may be longer or shorter than the total displacement time of the transmission part. The swing effect time during the first half period of the variable state may be longer or shorter than the total displacement time of the transmission part. The swing effect time during the second half period of the variable state may be longer or shorter than the total displacement time of the transmission part.
[0218] · The definite stop time may vary according to the type of variation pattern. The definite stop time may be the same regardless of the type of variation pattern. · The definite stop time may be less than 500 ms or may exceed 500 ms. For example, the definite stop time may be the time when the interrupt process for measuring the definite stop time is executed a predetermined number of times. That is, the special game and the effect game may end when a predetermined number of interrupt processes are performed after the variation time has elapsed. The definite stop time is preferably a time when the player can recognize that the special symbol and the effect symbol are being displayed in a definite stop state.
[0219] ·The gaming machine 10 may not have an interval period. That is, in the gaming machine 10, even if the special game and the production game have ended, it may not become an interval period. When the special symbol that has been determined to stop and displayed is a jackpot symbol, the main CPU 42 may execute jackpot game processing when the determined stop time has elapsed. When the special symbol that has been determined to stop and displayed is a losing symbol, the main CPU 42 may be able to start a new special game and a production game when the determined stop time has elapsed.
[0220] ·After ending the production game, the sub CPU 51 may control the production display device EH so as to display the production symbol in a mode different from the determined stop display during part or all of the interval period. In this case, when ending the production game, the sub CPU 51 may control the production display device EH so as to display part or all of the production symbols in a mode different from the determined stop display. After ending the production game, the sub CPU 51 may control the production display device EH so as not to display the production symbol during part or all of the interval period. In this case, when ending the production game, the sub CPU 51 may control the production display device EH so as to make part or all of the production symbols non-displayed.
[0221] ·The provisional stop time may be changed as appropriate. For example, the provisional stop time may be made longer in the order of "variation pattern HP11" < "variation pattern HP12" < "variation pattern HP13" < "variation pattern HP14" < "variation pattern HP15". For example, the provisional stop time may be made longer in the order of "variation pattern HP11" < "variation pattern HP12" < "variation pattern HP14" < "variation pattern HP13" < "variation pattern HP15". The provisional stop time in some of the variation patterns HP11 to HP15 may be a time less than the total symbol displacement time. For example, the provisional stop time when it is the variation pattern HP12 may be a time shorter than the total symbol displacement time. The provisional stop time in all of the variation patterns HP11 to HP15 may be a time exceeding the total symbol displacement time.
[0222] · The displacement amount Y1 may be a value less than 10 mm or may be a value exceeding 10 mm. The displacement amount Y2 may be a value less than 2 mm or may be a value exceeding 2 mm. The displacement amount Y3 may be a value less than 15 mm or may be a value exceeding 15 mm. The displacement amount Y2 is preferably smaller than the displacement amount Y1. The displacement amount Y2 is preferably smaller than the displacement amount Y3. The displacement amount Y1 is preferably such that a player does not erroneously recognize it as a fixed stop display. The displacement amount Y2 is preferably such that a player can recognize that the transparent portion 12 is swinging. The displacement amount Y2 is preferably such that a player can recognize that the effect image EC is dynamically displaced.
[0223] · The displacement amount Y1 may be an average displacement amount by which each effect symbol can be displaced in the vertical direction. The displacement amount Y2 may be an average displacement amount by which the transparent portion 12 can be displaced along with the execution of the swing effect. The displacement amount Y3 may be an average displacement amount by which the effect image EC can be displaced along with the execution of the effect. The displacement amount Y2 is preferably smaller than the displacement amount Y1. The displacement amount Y2 is preferably smaller than the displacement amount Y3.
[0224] · The provisional stop display is not limited to a display in which the effect symbols swing in the vertical direction. The provisional stop display is a display mode different from the fixed stop display, and is preferably a display mode in which a player can recognize that the effect symbols are moving. For example, the provisional stop display may be a display in which the effect symbols swing in the horizontal direction. For example, the provisional stop display may be a display in which the effect symbols swing in the depth direction. For example, the provisional stop display may be a display in which the effect symbols swing in the vertical direction and the horizontal direction. The provisional stop display may be a display in which the effect symbols swing in one or a plurality of directions.
[0225] ·The rocking performance is not limited to being executed only when the rocking device 14 rocks in the vertical direction. That is, the rocking performance is not limited to the mode in which the transparent part 12 rocks in the vertical direction. The rocking performance may be a mode in which the player can recognize that the transparent part 12 is moving. For example, the rocking performance may be a mode in which the transparent part 12 rocks in the horizontal direction. For example, the rocking performance may be a mode in which the transparent part 12 rocks in the depth direction. For example, the rocking performance may be a mode in which the transparent part 12 rocks in the vertical direction and the horizontal direction. The rocking performance may be a mode in which the transparent part 12 rocks in one or more directions.
[0226] ·The rocking performance may be executable across a variation state, a temporary stop state, a determined stop state, an interval period, and part or all of a big win game. For example, the rocking performance may be executable across a variation state and a temporary stop state. In this case, after the rocking performance is started in the variation state, it continues to be executed even when the variation state ends and the temporary stop state is entered. For example, the rocking performance may be executable across a temporary stop state and a determined stop state. In this case, after the rocking performance is started in the temporary stop state, it continues to be executed even when the temporary stop state ends and the determined stop state is entered.
[0227] ·The effect performance is not limited to the display in which the effect image EC dynamically displaces in the vertical direction. The effect performance may be a display mode in which the player can recognize that the effect image EC is dynamically displaced. For example, the effect performance may be a display in which the effect image EC dynamically displaces in the horizontal direction. For example, the effect performance may be a display in which the effect image EC dynamically displaces in the depth direction. For example, the effect performance may be a display in which the effect image EC dynamically displaces in the vertical direction and the horizontal direction. The effect performance may be a display in which the effect image EC dynamically displaces in one or more directions.
[0228] · The effect display may be executable when the swinging display is executed during the temporary stop state. The effect display may be executable when the swinging display is executed during the definite stop state. The effect display may be executable when the swinging display is executed during the interval period. The effect display may be executable when the swinging display is executed during the big win game.
[0229] · The start timing and the end timing of the right hit notification may be appropriately changed. For example, when the sub-CPU 51 inputs the first round command, the sub-CPU 51 may control the effect display device EH, the decoration lamp LA, and the speaker SP to start the right hit notification. When a predetermined time has elapsed since the start of the right hit notification, the sub-CPU 51 may control the effect display device EH, the decoration lamp LA, and the speaker SP to end the right hit notification.
[0230] · During the big win game, after the right hit notification ends, the sub-CPU 51 may control the swinging device 14 to execute the swinging display. During the execution of the right hit notification, before a predetermined time has elapsed since the start of the right hit notification during the big win game, the sub-CPU 51 may control the swinging device 14 to execute the swinging display. During the big win game, the sub-CPU 51 may control the swinging device 14 not to execute the swinging display during at least the period including the start timing of the right hit notification.
[0231] · In the gaming machine 10, the swinging display may be executed during the big win game based on the normal symbol. Even in this case, during at least a part of the period including the period from the start of the right hit notification to the elapse of a predetermined time among the periods when the right hit notification is executed in the big win game, the swinging display may not be executed.
[0232] · The swinging display time during the big win game may be longer than the swinging display time during the first half period of the variable state. The swinging display time during the big win game may be longer than the swinging display time during the second half period of the variable state.
[0233] · During the variable state, the temporary stop state, the determined stop state, the interval period, and part or all of the big win game, the gaming machine 10 may be configured to be able to display a warning regarding falling into the effect display device EH. The warning regarding falling into may be displayable on the effect display device EH across part or all of the variable state, the temporary stop state, the determined stop state, the interval period, and the big win game. When the sub-CPU 51 displays the warning regarding falling into, the probability of executing the swaying effect may be made lower than when not displaying the warning regarding falling into. That is, the gaming machine 10 may be configured such that the frequency of executing the swaying effect during the display of the warning regarding falling into becomes lower. The sub-CPU 51 may control the swaying device 14 so as not to execute the swaying effect when displaying the warning regarding falling into. That is, the gaming machine 10 may be configured such that the swaying effect is not executed during the display of the warning regarding falling into. When a predetermined number of effect games are executed, the probability of executing the swaying effect when the warning regarding falling into is not displayed may be higher than the probability of executing the swaying effect when the warning regarding falling into is displayed.
[0234] · The execution condition of the initial operation of the movable body EY may be established when, instead of or in addition to, the movable body effect being executed, the number of times the power supply has been cut off reaches a predetermined number. That is, the gaming machine 10 may be configured to be able to execute the initial operation of the movable body EY every time the power supply is cut off a predetermined number of times. The number of times the power supply has been cut off reaching a predetermined number is an example of the execution condition of the initial operation of the movable body EY being established.
[0235] · Instead of or in addition to the movable body effect being in execution, the execution conditions for the initial operation of the movable body EY may be set to be satisfied when the sub-initialization process is performed. That is, the gaming machine 10 may be configured to be able to execute the initial operation of the movable body EY when the various types of information stored in the sub-RWM 53 are initialized. The initialization of the various types of information stored in the sub-RWM 53 is an example of the execution conditions for the initial operation of the movable body EY being satisfied.
[0236] · Instead of or in addition to the rocking effect being in execution, the execution conditions for the initial operation of the rocking device 14 may be set to be satisfied when the number of times the power supply has been interrupted reaches a predetermined number of times. That is, the gaming machine 10 may be configured to be able to execute the initial operation of the rocking device 14 each time the power supply is interrupted a predetermined number of times. The number of times the power supply has been interrupted reaching a predetermined number of times is an example of the execution conditions for the initial operation of the rocking device 14 being satisfied.
[0237] · Instead of or in addition to the rocking effect being in execution, the execution conditions for the initial operation of the rocking device 14 may be set to be satisfied when the sub-initialization process is performed. That is, the gaming machine 10 may be configured to be able to execute the initial operation of the rocking device 14 when the various types of information stored in the sub-RWM 53 are initialized. The initialization of the various types of information stored in the sub-RWM 53 is an example of the execution conditions for the initial operation of the rocking device 14 being satisfied.
[0238] · Instead of or in addition to the rocking effect being in execution, the execution conditions for the initial operation of the transmission unit 12 may be set to be satisfied when the number of times the power supply has been interrupted reaches a predetermined number of times. That is, the gaming machine 10 may be configured to be able to execute the initial operation of the transmission unit 12 each time the power supply is interrupted a predetermined number of times. The number of times the power supply has been interrupted reaching a predetermined number of times is an example of the execution conditions for the initial operation of the transmission unit 12 being satisfied.
[0239] ·The execution conditions for the initial operation of the transmission unit 12 may be established when, instead of or in addition to, the swing effect is being executed, a sub-initialization process is performed. That is, the gaming machine 10 may be configured to be able to execute the initial operation of the transmission unit 12 when the various types of information stored in the sub-RWM 53 are initialized. The initialization of the various types of information stored in the sub-RWM 53 is an example of the execution conditions for the initial operation of the transmission unit 12 being satisfied.
[0240] ·In a reach, the same effect symbol may be displayed in a manner different from the temporary stop display in a specific symbol sequence. That is, in the effect display device EH, a reach may be formed when the effect symbols in the left symbol sequence HZ and the right symbol sequence MZ are displayed in a manner different from the temporary stop display. For example, in the effect display device EH, a reach may be formed when the effect symbols in the left symbol sequence HZ and the right symbol sequence MZ are displayed in an operation mode different from the temporary stop display. For example, in the effect display device EH, a reach may be formed when the effect symbols in the left symbol sequence HZ and the right symbol sequence MZ are displayed in a confirmed stop display.
[0241] ·The types of variation patterns and the variation time of the variation patterns may be changed as appropriate. · As a pachinko machine that can be controlled to a high-probability state, there are specifications (fall machines) that are controlled to a high-probability state until winning the fall lottery, and specifications in which the high-probability state continues until transitioning to the next jackpot game. Also, among pachinko machines that can be controlled to a high-probability state, there is a specification (V probability change machine) that is controlled to a high-probability state when a game ball passes through a specific area. The pachinko machine may be embodied as a pachinko machine with any of these specifications. The pachinko machine may be a pachinko machine with a specification that mixes the above-described fall machine and V probability change machine. Also, the pachinko machine may be a pachinko machine with a specification that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) of winning a small win per unit time or the number of times (frequency) of being given a small win game per unit time is improved compared to the normal state. Also, the pachinko machine may be embodied as a pachinko machine (so-called one-type two-type hybrid machine) that includes a jackpot game that transitions based on winning the jackpot in a winning lottery and a jackpot game that transitions based on a game ball passing through a specific area. Also, the pachinko machine may be embodied as a pachinko machine that includes a jackpot game that transitions based on a game ball passing through a specific area without conducting a winning lottery.
[0242] · The special game may be displayed on the effect display device EH. In this case, the effect game may or may not be displayed. The first special game and the second special game may be executed in the order of suspension, or may be executed simultaneously in parallel.
[0243] · On the effect display device EH, a specific game different from the special game and the effect game may be executed. The specific game may include a first specific game corresponding to the first special game and a second specific game corresponding to the second special game. The symbol (so-called fourth symbol) used in the first specific game is variably displayed at the start of the first special game and is fixedly stopped and displayed at the end of the variable display of the first special game. The symbol (so-called fifth symbol) used in the second specific game is variably displayed at the start of the second special game and is fixedly stopped and displayed at the end of the variable display of the second special game.
[0244] · The gaming machine 10 may be provided with effect operation means operable by a player. The effect operation means may be of a button type enabling a pressing operation, a touch sensor type, or a lever type. The effect operation means may be provided on the front frame 11c. The sub-CPU 51 may be capable of receiving a detection signal output when the effect operation means is operated. In the gaming machine 10, a swinging effect in which the effect operation means swings may be executable. In the gaming machine 10, the transparent portion 12 may be configured to be swingable as the swinging effect in which the effect operation means swings is executed. Without being limited to this, in the gaming machine 10, the transparent portion 12 may be configured to be swingable as a swinging effect in which a predetermined means different from the effect operation means and the transparent portion 12 swings is executed.
[0245] · The transparent portion 12 may be configured to be displaceable together with the support portion 20, or only the transparent portion 12 may be configured to be displaceable without the support portion 20 being displaced. · The gaming machine 10 may be provided with an elastic member between the transparent portion 12 and the support portion 20. The support portion 20 and the elastic member may be configured separately. The support portion 20 and the elastic member may be configured integrally. The transparent portion 12 and the elastic member may be configured integrally.
[0246] · The gaming machine 10 may be provided with a plurality of swing devices 14. For example, the gaming machine 10 may be configured such that the number of swings is different according to the number of swing devices 14 to be swung. For example, the gaming machine 10 may be configured such that the number of swings is different according to the type of swing device 14 to be swung. For example, the gaming machine 10 may be configured such that the swing amplitude is different according to the number of swing devices 14 to be swung. For example, the gaming machine 10 may be configured such that the swing amplitude is different according to the type of swing device 14 to be swung.
[0247] · "Oscillation" and "vibration" both mean "to sway and move". Therefore, oscillating can be understood as vibrating. Thus, the oscillation device 14 may function as a vibrating means capable of vibrating. In this case, the number of oscillations corresponds to the number of vibrations, and the amplitude of sway corresponds to the amplitude. And the oscillation effect can be understood as a vibration effect. In this way, the gaming machine 10 may be configured such that the transmission part 12 can vibrate as the vibration effect is executed.
[0248] · The position where the oscillation device 14 is provided may be changed as appropriate. The position where the oscillation device 14 is provided may be a position where the transmission part 12 oscillates when the oscillation device 14 oscillates. The position where the oscillation device 14 is provided may be a position where the oscillation device 14 can contact the transmission part 12 and the oscillation is directly transmitted to the transmission part 12 when the oscillation device 14 oscillates. The position where the oscillation device 14 is provided may be a position where the oscillation device 14 does not contact the transmission part 12, but the oscillation is indirectly transmitted to the transmission part 12 when the oscillation device 14 oscillates. For example, the gaming machine 10 may be configured such that a predetermined member is provided between the oscillation device 14 and the transmission part 12, and the oscillation is transmitted to the transmission part 12 through the predetermined member. For example, the gaming machine 10 may be configured such that the transmission part 12 oscillates when the front frame 11c oscillates. That is, the gaming machine 10 may be configured such that the transmission part 12 oscillates as a result of the oscillation of the oscillation device 14.
[0249] · The above embodiment may be embodied in a pachinko gaming machine to which a virtual medium composed of electronic data is given when giving a gaming ball. That is, the above embodiment may be embodied in a pachinko gaming machine (so-called, a management gaming machine) in which a physical gaming medium is not paid out. Such a pachinko gaming machine is configured to be able to convert into a gaming ball that can be launched by using the virtual medium and to be able to launch the gaming ball.
[0250] ·The functions of the main control board 40 may be realized by dividing them among a plurality of boards. The main control board 40 may be composed of a plurality of CPUs mounted on a single board. The functions of the sub-control board 50 may be realized by dividing them among a plurality of boards. For example, the pachinko gaming machine may include a display board that specifically controls the effect display device EH, a lamp board that specifically controls the decorative lamp LA, and a sound board that specifically controls the speaker SP, and may further include a general control board that comprehensively controls these board groups. Also, the sub-CPU 51 may be composed of a plurality of CPUs mounted on a single board.
[0251] ·In the above embodiment, the gaming machine was a pachinko gaming machine, but it is not limited to this and may be configured as a rotary gaming machine (slot machine). In a rotary gaming machine, gaming medals are used as gaming media, and various lotteries such as role lotteries are conducted by operating the start lever, and at the same time, the reels rotate to start a variable game. A plurality of types of symbols are printed on the reels. The reels rotate downward. The reels are configured to be visible through a transparent portion. The role lottery is a lottery conducted by the CPU provided in the rotary gaming machine. And in the rotary gaming machine, the rotation of the reels stops by operating the stop button, and the symbols are definitely stopped. In the rotary gaming machine, when all the reels stop, the variable game ends, and a prize is awarded according to the symbol combination with the active lines aligned. Also, in the rotary gaming machine, various effects are executed during the execution of the variable game. The roles winning in the role lottery include a payout role to which gaming medals are awarded as a prize, a replay role to which a replay is awarded as a prize, and a bonus role (so-called, a device for continuous operation of role objects) to which a bonus game is awarded as a prize. Also, there is a rotary gaming machine that has an AT (so-called, assist time) state as a gaming state in which it is easy to obtain gaming medals by notifying the operation mode (for example, the pressing order) of the stop button. In such a rotary gaming machine, as a gaming state different from the AT state, there are a normal state and a CZ (so-called, chance zone) state in which it is easier to win the AT lottery than in the normal state. The AT lottery is a lottery conducted by the CPU provided in the rotary gaming machine.
[0252] · The rotary gaming machine in the above modification example may be a gaming machine that uses a gaming medium different from gaming medals. For example, it may be embodied as a gaming machine that uses gaming balls (pachinko balls) as the gaming medium. Additionally, the gaming medium may be managed by data (information). That is, the rotary gaming machine may be a so-called managed gaming machine. In other words, the rotary gaming machine in the above modification example may be embodied as a rotary gaming machine that conducts games without using a physical gaming medium (so-called medal-less slot machine). Such a rotary gaming machine is configured to be able to conduct games by using a gaming medium (virtual medium) managed by data.
[0253] The technical ideas that can be grasped from each embodiment and modification example will be described. (Appendix 1-1) In a gaming machine capable of executing a variable game using predetermined symbols and configured to be able to visually recognize the variable game through a transparent portion, the gaming machine includes a swingable swing means and an effect control means capable of executing control related to the execution of an effect. Regarding the state of the predetermined symbols in the variable game, there are a variable state in which at least some of the predetermined symbols change and a specific stop state in which the predetermined symbols stop deterministically. In the variable game, the result of the variable game is derived by the predetermined symbols stopping deterministically. In the effect, there is a swing effect that can be executed by the swing means swinging. As the swing effect is executed, the transparent portion is swingable. When a predetermined number of variable games are executed, the probability that the swing effect is executed when in the variable state is higher than the probability that the swing effect is executed when in the specific stop state.
[0254] When a special result is derived as a result of the variable game, it is possible to specify that it is controlled to an advantageous state, and when it is in the specific stop state and the special result is derived, the swing effect can be executed. When a predetermined number of variable games are executed, the probability that the swing effect is executed when it is in the variable state is higher than the probability that the swing effect is executed when it is in the specific stop state and the special result is derived. The gaming machine according to (Appendix 1-1).
[0255] It includes a notification means capable of executing a predetermined notification and an operation means operable by a player. When a special result is derived as a result of the variable game, it is possible to specify that it is controlled to an advantageous state. In the advantageous state, a specific notification capable of specifying an operation mode of the operation means that is advantageous to the player is executed. The specific notification is visible through the transmissive portion. In at least a part of the period including the period from the start of the specific notification until a predetermined time has elapsed during the period when the specific notification is executed in the advantageous state, the swing effect is not executed. The gaming machine according to (Appendix 1-1) or (Appendix 1-2).
[0256] When it is in the specific stop state, the swing effect is not executed, and the probability that the swing effect is executed is lower than when it is in the variable state. The gaming machine according to any one of (Appendix 1-1) to (Appendix 1-3).
[0257] (Appendix 2-1) In a gaming machine capable of executing a variable game using predetermined symbols and configured to be able to visually recognize the variable game through a transparent part, it includes a swingable swinging means and an effect control means capable of executing control related to the execution of an effect. Regarding the state of the predetermined symbols in the variable game, there are at least a variable state in which at least some of the predetermined symbols change, a special stop state in which the predetermined symbols swing, and a specific stop state in which the predetermined symbols stop deterministically. In the variable game, the result of the variable game is derived by the predetermined symbols stopping deterministically. In the effect, there is a swinging effect that can be executed by the swinging means swinging. Along with the execution of the swinging effect, the transparent part is swingable. When a predetermined number of variable games are executed, the probability that the swinging effect is executed when in the special stop state is higher than the probability that the swinging effect is executed when in the specific stop state. A gaming machine characterized by this.
[0258] (Appendix 2-2) When a special result is derived as the result of a variable game, it can be specified that it is controlled to an advantageous state. When in the specific stop state and the special result is derived, the swinging effect can be executed. When a predetermined number of variable games are executed, the probability that the swinging effect is executed when in the special stop state is higher than the probability that the swinging effect is executed when in the specific stop state and the special result is derived. The gaming machine according to (Appendix 2-1).
[0259] (Appendix 2-3) When a predetermined number of variable games are executed, the probability that the swinging effect is executed when in the variable state is higher than the probability that the swinging effect is executed when in the special stop state. The gaming machine according to (Appendix 2-2).
[0260] (Appendix 2-4) When in the specific stop state, the swinging effect is not executed, and the probability that the swinging effect is executed is lower than when in the special stop state. The gaming machine according to any one of (Appendix 2-1) to (Appendix 2-3).
[0261] (Supplementary Note 3-1) In a gaming machine capable of executing a variable game using predetermined symbols and configured to be able to visually recognize the variable game through a transparent portion, the gaming machine includes a swingable swinging means and an effect control means capable of executing control related to the execution of an effect. In the state regarding the predetermined symbols in the variable game, there are at least a variable state in which at least some of the predetermined symbols vary and a specific stop state in which the predetermined symbols stop deterministically. In the variable game, the result of the variable game is derived by the predetermined symbols stopping deterministically. When a predetermined period elapses after the variable game ends in the specific stop state, the next variable game can be started. The effect includes a swinging effect that can be executed by the swinging means swinging. Along with the execution of the swinging effect, the transparent portion is swingable. When a predetermined number of variable games are executed, the probability that the swinging effect is executed in the variable state is higher than the probability that the swinging effect is executed in the predetermined period. A gaming machine characterized by this.
[0262] (Supplementary Note 3-2) The state regarding the predetermined symbols in the predetermined period includes the same state as when it is in the specific stop state. The gaming machine according to (Supplementary Note 3-1). (Supplementary Note 3-3) When a special result is derived as the result of the variable game, it can be specified that it is controlled to an advantageous state. In the predetermined period after the special result is derived as the result of the variable game, the swinging effect can be executed. When a predetermined number of variable games are executed, the probability that the swinging effect is executed in the variable state is higher than the probability that the swinging effect is executed in the predetermined period after the special result is derived as the result of the variable game. The gaming machine according to (Supplementary Note 3-1) or (Supplementary Note 3-2).
[0263] (Supplementary Note 3-4) When it is in the predetermined period, the swinging effect is not executed, and the probability that the swinging effect is executed is lower than when it is in the variable state. The gaming machine according to any one of (Supplementary Note 3-1) to (Supplementary Note 3-3).
[0264] (Supplementary Note 4-1) In a gaming machine capable of executing a variable game using a predetermined symbol and configured to be able to visually recognize the variable game through a transparent portion, the gaming machine includes a swingable swing means and an effect control means capable of executing control related to the execution of an effect. Regarding the state of the predetermined symbol in the variable game, there are at least a variable state in which at least a part of the predetermined symbol varies, a special stop state in which the predetermined symbol swings, and a specific stop state in which the predetermined symbol stops deterministically. In the variable game, the result of the variable game is derived by the predetermined symbol stopping deterministically. When a predetermined period elapses after the variable game ends in the specific stop state, the next variable game can be started. The effect includes a swing effect executable by the swing means swinging. Along with the execution of the swing effect, the transparent portion is swingable. When a predetermined number of variable games are executed, the probability that the swing effect is executed when in the special stop state is higher than the probability that the swing effect is executed when in the predetermined period. A gaming machine characterized by this.
[0265] (Supplementary Note 4-2) When a special result is derived as the result of the variable game, it can be specified that it is controlled to an advantageous state. In the predetermined period after the special result is derived as the result of the variable game, the swing effect can be executed. When a predetermined number of variable games are executed, the probability that the swing effect is executed when in the special stop state is higher than the probability that the swing effect is executed when in the predetermined period after the special result is derived as the result of the variable game. The gaming machine according to (Supplementary Note 4-1).
[0266] (Supplementary Note 4-3) The state regarding the predetermined symbol in the predetermined period does not include the same state as when in the special stop state and includes the same state as when in the specific stop state. The gaming machine according to (Supplementary Note 4-1) or (Supplementary Note 4-2).
[0267] (Supplementary Note 4-4) When it is the predetermined period, the rocking effect is not executed, and the probability of executing the rocking effect is lower than when it is in the special stop state. A gaming machine described in any one of (Supplementary Note 4-1) to (Supplementary Note 4-3).
[0268] (Supplementary Note 5-1) In a gaming machine capable of executing a variable game using predetermined symbols and configured to be able to visually recognize the variable game through a transparent part, it includes a rockable rocking means and an effect control means capable of executing control regarding the execution of an effect. In the effect, there is a rocking effect that can be executed by the rocking means rocking. Along with the execution of the rocking effect, the transparent part can rock. Regarding the state of the predetermined symbols in the variable game, there are a variable state in which at least some of the predetermined symbols change, a special stop state in which the predetermined symbols rock, and a specific stop state in which the predetermined symbols stop deterministically. In the variable game, the result of the variable game is derived by the predetermined symbols stopping deterministically. When it is in the special stop state, the predetermined symbols may repeat a displacement of a first displacement amount. When the rocking effect is being executed, the transparent part may repeat a displacement of a second displacement amount. The second displacement amount is smaller than the first displacement amount. A gaming machine characterized by this.
[0269] (Supplementary Note 5-2) It includes a first frame body provided with the transparent part and a second frame body provided with game execution means capable of executing a variable game. The rocking means is provided on the first frame body. A gaming machine described in (Supplementary Note 5-1).
[0270] (Supplementary Note 5-3) The distance from the rocking means to the game execution means is longer than the distance from the rocking means to the transparent part. A gaming machine described in (Supplementary Note 5-2). (Appended Note 6-1) In a gaming machine capable of executing a variable game using predetermined symbols and configured to enable visual recognition of the variable game through a transparent portion, the gaming machine includes a swingable swinging means and an effect control means capable of executing control related to the execution of an effect. In the state regarding the predetermined symbols in the variable game, there is a variable state in which at least some of the predetermined symbols vary. In the effect, there is a swinging effect executable by the swinging means swinging. Along with the execution of the swinging effect, the transparent portion is swingable. When the swinging effect is executed in the variable state, it is possible to reduce the visibility of the predetermined symbols by executing a specific effect different from the swinging effect. A gaming machine characterized by this.
[0271] (Appended Note 6-2) Equipped with a movable part, along with the execution of the specific effect, the movable part is operable from a first position to a second position. When the movable part is located at the second position, in a front view, at least a part of the game execution means capable of executing a variable game and the movable part overlap, making it possible to reduce the visibility of the predetermined symbols. When the swinging effect is executed in the latter half period of the period in the variable state, the probability of executing the specific effect is higher than when the swinging effect is executed in the first half period of the period in the variable state. The gaming machine according to (Appended Note 6-1).
[0272] (Appended Note 6-3) In the state regarding the predetermined symbols in the variable game, there is a specific stop state in which the predetermined symbols stop definitely. When the swinging effect is executed in the variable state, it is possible to reduce the visibility of the predetermined symbols by making the display area of the predetermined symbols smaller than when in the specific stop state. The gaming machine according to (Appended Note 6-1) or (Appended Note 6-2).
[0273] (Supplementary Note 6-4) When the rocking effect is executed in the variable state, it is possible to reduce the visibility of the predetermined symbol by making the predetermined symbol non-displayed. When the predetermined symbol is made non-displayed, the predetermined symbol is displayed again after the end of the rocking effect (the gaming machine described in Supplementary Note 6-1) or (Supplementary Note 6-2).
[0274] (Supplementary Note 7-1) In a gaming machine capable of executing a variable game using a predetermined symbol and configured to be able to visually recognize the variable game through a transparent part, the gaming machine includes a rockable rocking means and an effect control means capable of executing control related to the execution of an effect. In the state regarding the predetermined symbol in the variable game, there is a variable state in which at least a part of the predetermined symbol varies. In the effect, there is a rocking effect that can be executed by the rocking means rocking. Along with the execution of the rocking effect, the transparent part is rockable. When the rocking effect is executed in the variable state, it is possible to reduce the visibility of the predetermined symbol by executing a specific effect different from the rocking effect. When the rocking effect is executed in the variable state, a special effect different from the specific effect can be executed, and the special effect is an effect in which a predetermined image can be dynamically displaced.
[0275] (Supplementary Note 7-2) The amount of displacement by which the transparent part is displaceable along with the execution of the rocking effect is smaller than the amount of displacement by which the predetermined image can be dynamically displaced (the gaming machine described in Supplementary Note 7-1).
[0276] (Supplementary Note 7-3) The gaming machine includes a movable part. As the specific effect is executed, the movable part can move from the first position to the second position. When the movable part is located at the second position, at least a part of the game execution means capable of executing a variable game and the movable part overlap in a front view, thereby making it possible to reduce the visibility of the predetermined symbol. When the swinging effect is executed in the latter half period of the variable state period, the probability of executing the specific effect is higher than when the swinging effect is executed in the first half period of the variable state period. When the specific effect is executed when the swinging effect is executed, the probability of executing the special effect is higher than when the specific effect is not executed when the swinging effect is executed. The gaming machine according to (Supplementary Note 7-1) or (Supplementary Note 7-2).
Explanation of Signs
[0277] 10… Gaming machine 11… Frame 11a… Outer frame 11b… Middle frame 11c… Front frame 12… Transmissive part 14… Swing device 20… Support part 21… Opening 40… Main control board 41… Microprocessor 42… Main CPU 43… Main ROM 44… Main RWM 45… Random number circuit 50… Sub-control board 51… Sub CPU 52… Sub ROM 53… Sub RWM 60… Power supply unit 60a… Power switch EH… Effect display device EY… Movable body GH… Image display part HD… Launch handle
Claims
[Claim 1] A gaming machine capable of executing a variable game using a plurality of rows of symbols and configured so that the variable game can be viewed through a transparent portion, A machine member having a game execution means capable of executing a variable game; an opening / closing member provided on a front side of the body member and capable of being opened and closed relative to the body member; A swingable swing means; A performance control means capable of executing control regarding the execution of the performance, The opening / closing member is provided with the transmission portion and the swinging means, The performance includes a swing performance that can be executed by swinging the swing means, The transparent portion can be swung as the swaying performance is executed, The states relating to the symbols in the plurality of columns in the variable game include a variable state in which the symbols in at least some of the columns vary, a special stop state in which the symbols in all the columns fluctuate, and a specific stop state in which the symbols in all the columns definitely stop, In the variable game, the result of the variable game is derived by the definite stopping of the symbols in the entire row, When the special stop state is reached, the symbols in the entire row may repeat the first displacement amount. When the rocking performance is being performed, the transparent portion may repeat the displacement of the second displacement amount, A winning game can be executed according to the result of the variable game, The performance includes a warning about addiction, The attention-calling performance can be executed during at least a part of the winning game, This gaming machine is characterized in that, when a predetermined number of variable games have been executed, the probability of executing the rocking effect when the attention-calling effect is not being executed is higher than the probability of executing the rocking effect when the attention-calling effect is being executed.
Citation Information
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