Gaming machine

The gaming machine enhances entertainment value by allowing players to specify game developments post-variable game, offering multiple presentation options to create dynamic and engaging gameplay experiences.

JP2026005437APending Publication Date: 2026-01-16NEWGIN KK
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
JP2024103770
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-27
Publication Date
2026-01-16

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient entertainment value.

Method used

A gaming machine equipped with a presentation execution means capable of executing multiple presentations and a presentation control means to control these presentations, allowing players to specify the development of the game after the end of a variable game, including first, second, and third developments with varying advantages, enhancing the game's enjoyment through dynamic gameplay.

Benefits of technology

Improves the enjoyment of the game by providing dynamic and engaging gameplay experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026005437000001_ABST
    Figure 2026005437000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of improving interest.SOLUTION: When the special prior performance is executed when the execution of the special game is reserved, it can be specified that the development of the game after the end of the special game which is the object of the special prior performance becomes either a third route or a fourth route more advantageous than the second route among the second route to the fourth route. Thereafter, when the special in-progress performance is executed, it can be specified which of the third route and the fourth route the development of the game after the end of the special game to be the object of the special prior performance becomes.SELECTED DRAWING: Figure 12
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Some gaming machines have been capable of executing effects that suggest whether the game will develop to the player's advantage after the variable game ends. For example, the gaming machine described in Patent Document 1 is capable of executing effects that suggest whether a winning game will be awarded after the variable game ends. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2022-143448 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional gaming machines have room for improvement in terms of entertainment value. [Means for solving the problem]

[0005] The gist of a gaming machine that solves the above problem is that it is a gaming machine capable of executing a variable game, and is equipped with a presentation execution means capable of executing presentations and a presentation control means capable of controlling the presentation execution means, and the presentation includes a first presentation and a second presentation, and the development of the game after the end of the variable game includes a first development, a second development that is more advantageous than the first development, and a third development that is more advantageous than the second development, and when the first presentation is executed at a first timing, it is possible to specify that the development of the game after the end of the variable game that was the subject of the first presentation will be either the second development or the third development out of the first, second and third developments, and after the first presentation is executed at the first timing, it is possible to specify that the development of the game after the end of the variable game that was the subject of the first presentation will be either the second development or the third development by executing the second presentation at a second timing. [Effects of the Invention]

[0006] According to this invention, it is possible to improve the enjoyment of the game. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko gaming machine. [Figure 2] FIG. 2 is a front view of the game board. [Figure 3] FIG. 3 shows the types of jackpots. [Figure 4] 4(a) and 4(b) are diagrams showing an example of the display content relating to the reserved image on the performance display device. [Figure 5] 5(a) to 5(d) are diagrams showing various modes of suspended images, and FIG. 5(e) to 5(h) are diagrams showing various modes of active images. [Figure 6] FIG. 6 is a block diagram showing the electrical configuration of a pachinko gaming machine. [Figure 7] FIG. 7 is a diagram illustrating an example of a read-ahead command. [Figure 8]8(a) to 8(d) are diagrams showing the development of a game after the end of the first special game in a low base state. [Figure 9] 9(a) to 9(c) are diagrams showing icons relating to customization of the degree of expectation of a big hit for the special pre-event effects. [Figure 10] 10(a) and 10(b) are diagrams showing the timing at which the special event effects are executed. [Figure 11] FIG. 11 is a diagram showing the content of the special event effects. [Figure 12] 12(a) to 12(c) are diagrams showing examples of predicted changes in the development of the game after the special game ends, which are caused by the execution of various effects. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 (hereinafter referred to as gaming machine 10) as a gaming machine includes an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to gaming machine installation equipment (so-called island equipment) such as an amusement parlor. The middle frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A gaming board unit including a gaming board 20 is fixed to the middle frame 13. The front frame 14 is supported on the front side of the middle frame 13 so as to be openable and closable so as to cover the front of the gaming board 20. A protective glass 15 that protects the gaming board 20 is supported on the front frame 14. Note that while only a portion of the protective glass 15 is shown in FIG. 1, it actually covers the entire opening 14a of the front frame 14.

[0009] The gaming machine 10 is provided with a launch handle 16 on the front side of the front frame 14. The launch handle 16 is provided in a position where it can be touched by a player. In the gaming machine 10, gaming balls as gaming media are launched with a strength that corresponds to the amount of operation (amount of rotation) of the launch handle 16. In other words, the gaming machine 10 is configured so that the launch strength of the gaming balls can be adjusted by operating the launch handle 16. The gaming machine 10 is provided with an upper button B1 and a lower button B2 on the front side of the front frame 14. Buttons B1 and B2 are operating means that can be operated by a player.

[0010] The gaming machine 10 is provided with a decorative lamp 17 on the front side of the front frame 14. The decorative lamp 17 performs an effect (hereinafter referred to as a light-emitting effect) in which a built-in light-emitting element lights up, flashes, and turns off as one of its effects. The gaming machine 10 is provided with a speaker 18 that outputs sound on the front side of the front frame 14. The speaker 18 performs an effect (hereinafter referred to as a sound effect) in which various sounds are output as one of its effects. For example, sounds output from the speaker 18 include background sounds (so-called BGM).

[0011] As shown in FIG. 2, a game area 21 that is substantially circular in front view is defined on the front side of the game board 20. The game board 20 is provided with a guide path 21a that guides launched game balls to the game area 21. The game board 20 is provided with a prevention valve 21b that prevents game balls launched into the game area 21 from returning back to the guide path 21a. The launched game balls are guided by the guide path 21a, pass through the prevention valve 21b located at the most downstream side of the guide path 21a, and reach the game area 21. The game balls that reach the game area 21 flow down the game area 21.

[0012] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 displays various information indicating the control status of the gaming machine 10. The information display panel 22 is equipped with a first special symbol display unit 22a. The first special symbol display unit 22a variably displays predetermined symbols and displays a first special symbol changing game (hereinafter referred to as the first special game) in which the first special symbol is finally fixed and stopped. The information display panel 22 is equipped with a second special symbol display unit 22b. The second special symbol display unit 22b variably displays predetermined symbols and displays a second special symbol changing game (hereinafter referred to as the second special game) in which the second special symbol is finally fixed and stopped. In the following description, the first special game and the second special game may be collectively referred to as the "special game" or the "special symbol changing game." As such, the special game as a changing game includes a first special game and a second special game. The special symbols are symbols for announcing the result of an internal lottery (jackpot lottery) described later. In this way, the gaming machine 10 can execute a special game as a variable game. In the gaming machine 10, the first special game and the second special game are not executed simultaneously, and the second special game is executed with priority over the first special game.

[0013] As used herein, "variable display" refers to a state in which the type of displayed symbol changes over time. As used herein, "fixed stop display" refers to a state in which symbols are fixedly displayed and the type of displayed symbol does not change. Special symbols that can be fixedly displayed in the special symbol display units 22a and 22b include jackpot symbols and loss symbols. A player can recognize a jackpot when a jackpot symbol is fixedly displayed in a special game, and can recognize a loss when a loss symbol is fixedly displayed in a special game. In this embodiment, when a jackpot is won, a jackpot game is awarded after the special game that resulted in the win is completed. In other words, in the gaming machine 10, a winning game is awarded after the variable game in which the winning symbol was won is completed. A jackpot game is advantageous for a player because the player can win a large number of prize balls and other benefits.

[0014] The information display panel 22 includes a first special hold display section 22c. The first special hold display section 22c recognizably displays the number of first special games whose execution has been suspended because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the first special hold number). The information display panel 22 includes a second special hold display section 22d. The second special hold display section 22d recognizably displays the number of second special games whose execution has been suspended because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the second special hold number). For example, the upper limit of the first special hold number and the upper limit of the second special hold number are each four. In the following description, a special game whose execution has been suspended may be simply referred to as a "suspended special game" or a "suspended special game." As described above, the gaming machine 10 can suspend the execution of multiple special games.

[0015] The information display panel 22 includes a normal symbol display section 22e. The normal symbol display section 22e variably displays predetermined symbols and displays a normal symbol variable game (hereinafter referred to as a normal game) that ultimately displays a fixed and stopped normal symbol. The normal symbols that can be displayed as fixed and stopped on the normal symbol display section 22e include at least a normal win symbol and a normal loss symbol. A player can recognize a normal win when a normal win symbol is displayed as a fixed and stopped symbol in a normal game, and can recognize a normal loss when a normal loss symbol is displayed as a fixed and stopped symbol in a normal game. In the gaming machine 10, when a player wins the normal win lottery, a normal win game is awarded after the normal game that resulted in the winning is completed. The information display panel 22 includes a normal hold display section 22f. The normal hold display section 22f recognizably displays the number of normal games whose execution has been put on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number). For example, the upper limit of the number of reserved normal games is 4. In the following description, a normal game whose execution is suspended may be simply referred to as a "suspended normal game" or a "suspended normal game." As described above, the gaming machine 10 can suspend the execution of multiple normal games.

[0016] The gaming machine 10 is provided with a center frame 23 decorated with various decorations, located approximately in the center of the play area 21 of the gaming board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center role or a center role object. The gaming machine 10 is provided with an effect lamp EL. The effect lamp EL executes effects (light-emitting effects) by causing the built-in light-emitting element to light up, flash, and turn off. The effect lamp EL can be considered one of the light-emitting means.

[0017] The gaming machine 10 includes an effect display device 25. For example, the effect display device 25 may be a display device such as a liquid crystal display or an organic EL display. The effect display device 25 includes a display area 25r in which an image is displayed. The effect display device 25 is capable of displaying an image. The effect display device 25 is attached to the gaming board 20 so that the player can view the display area 25r through the opening 23a of the center frame 23. The effect display device 25 executes an effect (hereinafter referred to as a display effect) in which a predetermined image is displayed as one of the effects. In this embodiment, the function of the effect execution means for executing an effect is realized by at least one of the decorative lamp 17 and the effect lamp EL as light-emitting means capable of executing a light-emitting effect, the speaker 18 as sound output means capable of outputting sound, and the effect display device 25 as display means capable of displaying an image. Thus, the effect execution means includes at least one of a light-emitting means, a sound output means, and a display means.

[0018] The gaming machine 10 is provided with a first start opening 26 as a start opening. The first start opening 26 is always open so that a gaming ball can enter the opening. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 6) that detects a gaming ball that has entered the first start opening 26. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the first start opening 26, and the first start sensor SE1 is disposed in the ball passage. In this embodiment, when a gaming ball is detected by the first start sensor SE1, the start condition for the first special game can be met and the payout condition for the prize ball is also met. That is, this embodiment is configured so that the execution of the first special game can be suspended when a gaming ball enters the first start opening 26.

[0019] The gaming machine 10 is provided with a second start opening 27 as a start opening. The start openings in the gaming machine 10 include a first start opening 26 and a second start opening 27. The gaming machine 10 is provided with a second start sensor SE2 (shown in FIG. 6) that detects a gaming ball that has entered the second start opening 27. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the second start opening 27, and the second start sensor SE2 is disposed in the ball passage. In this embodiment, when a gaming ball is detected by the second start sensor SE2, the start condition for the second special game may be met, and the payout condition for the prize ball is also met. That is, this embodiment is configured to be able to suspend the execution of the second special game when a gaming ball enters the second start opening 27. As described above, this embodiment is configured to be able to suspend the execution of the special game when a gaming ball enters the start opening 26, 27. Further, the second starting hole 27 has a first variable member 28 as a variable member. The first variable member 28 is operable between an open state in which it is easy or possible to allow the gaming ball to enter the second starting hole 27, and a closed state in which it is difficult or impossible to allow the gaming ball to enter the second starting hole 27. The first variable member 28 operates by receiving power from a first actuator A1 (shown in FIG. 6). The first variable member 28 is operated to the open state when a normal winning lottery is won.

[0020] The gaming machine 10 has a jackpot opening 29. The gaming machine 10 has a count sensor SE3 (shown in FIG. 6) that detects a gaming ball that has entered the jackpot opening 29. For example, the jackpot opening 29 is connected to a ball passage that guides the entered gaming ball to the back side of the gaming board 20, and the count sensor SE3 is disposed in the ball passage. When the count sensor SE3 detects a gaming ball, a condition for paying out a prize ball is met. The jackpot opening 29 has a second variable member 30. The second variable member 30 is operable between an open state that allows gaming balls to enter the jackpot opening 29 and a closed state that prevents gaming balls from entering the jackpot opening 29. The second variable member 30 is operated by receiving power from a second actuator A2 (shown in FIG. 6). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."

[0021] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the left of the center frame 23 in the gaming area 21. The gate 31 has a gate opening that is always open so that gaming balls can enter the gate. A gate sensor SE4 (shown in FIG. 6) is disposed at the gate opening to detect gaming balls that enter and pass through. When a gaming ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met.

[0022] The gaming machine 10 is provided with an outlet 34. In this embodiment, gaming balls that do not enter the first start opening 26, the second start opening 27, or the big prize opening 29 are discharged outside the machine through the outlet 34. The gaming machine 10 is provided with game components such as nails (gaming nails) and windmills for changing the behavior of gaming balls flowing down the gaming area 21.

[0023] Next, the path along which the gaming ball flows down in this embodiment will be described. The gaming machine 10 has multiple paths through which gaming balls flow down the play area 21, depending on the strength of the shot of the gaming ball. The paths through which gaming balls flow down can also be understood as areas through which gaming balls flow down. The multiple paths include a first path R1 that passes through the left side of the center frame 23 to the outlet 34, and a second path R2 that passes through the right side of the center frame 23 to the outlet 34. The first path R1 and the second path R2 may overlap partially or not at all. Hereinafter, when the play board 20 is viewed from the front, the area located to the left of the center line CL that bisects the play area 21 horizontally is referred to as the left area RA, and the area located to the right of the center line CL is referred to as the right area RB. The path flowing down the left area RA corresponds to the first path R1, and the path flowing down the right area RB corresponds to the second path R2.

[0024] By operating the launch handle 16 to adjust the launch strength of the game ball, the player can selectively hit the game ball into the left area RA or the right area RB, and cause the game ball to enter the start holes 26, 27, the special prize hole 29, or the gate 31. Specifically, when the game ball is launched with the launch strength adjusted to be weak (a so-called left-handed hit), the game ball is more likely to be guided down the left area RA and may enter the first start hole 26. On the other hand, when the game ball is launched with the launch strength adjusted to be strong (a so-called right-handed hit), the game ball is more likely to be guided down the right area RB and may enter any of the second start hole 27, the special prize hole 29, or the gate 31. That is, the first start hole 26 is located on the first route R1, and the second start hole 27, the special prize hole 29, and the gate 31 are located on the second route R2. That is, the left-side area RA is provided with a first starting hole 26, and the right-side area RB is provided with a second starting hole 27, a large prize hole 29, and a gate 31. When flowing down the first path R1, the gaming ball is less likely to enter the second starting hole 27, the large prize hole 29, and the gate 31 compared to when flowing down the second path R2. When flowing down the second path R2, the gaming ball is less likely to enter the first starting hole 26 compared to when flowing down the first path R1. In this specification, firing a gaming ball so that it flows down the first path R1 may be referred to as a "left hit," and firing a gaming ball so that it flows down the second path R2 may be referred to as a "right hit."

[0025] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 has a low base state and a high base state as gaming states in which the ratio of the number of winning balls to the number of launched gaming balls is different. The high base state is a gaming state in which the probability of a gaming ball entering the second starting hole 27 is higher than in the low base state. The high base state is a so-called "electric support state," and the low base state is a "non-electric support state." The high base state has a higher advantage in terms of balls entering the second starting hole 27 than in the low base state. In this embodiment, the low base state corresponds to the first state, and the high base state corresponds to the second state. In other words, the states include the first state and the second state.

[0026] The high base state can be realized, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low base state. The second control is normal symbol probability variation control, which increases the probability of winning the normal win lottery (normal win probability) compared to the low base state. The third control is opening time extension control, which lengthens the total opening time of the first variable member 28 in one normal win game compared to the low base state. Note that the opening time extension control may be at least one of control for increasing the number of times the first variable member 28 is opened in one normal win game compared to the low base state and control for lengthening the opening time of the first variable member 28 in one normal win game compared to the low base state. The high base state may also be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state (variation shortening state)."

[0027] In the gaming machine 10, the probability of winning the normal win lottery is higher when the base level is high than when the base level is low. Therefore, in the gaming machine 10, the number of normal win games awarded per unit time is likely to be greater when the base level is high than when the base level is low. On the other hand, in the gaming machine 10, the fluctuation time of the normal game is shorter when the base level is high than when the base level is low. As mentioned above, in the high base level, the number of normal win games awarded is greater than when the base level is low. However, even taking this into account, in the gaming machine 10, the number of normal games executed per unit time is likely to be greater when the base level is high than when the base level is low.

[0028] In this embodiment, since the first variable member 28 may be in the open state even in the low base state, a gaming ball may enter the second starting hole 27 even in the low base state. However, in the low base state, for example, a configuration may be made such that the first variable member 28 is not in the open state and a gaming ball does not enter the second starting hole 27, by configuring the game so that a normal winning lottery is not won. In addition, in the low base state, for example, a configuration may be made such that the first variable member 28 is not in the open state even if a normal winning lottery is won, so that a gaming ball does not enter the second starting hole 27. In such a configuration, the low base state can be said to be a state in which a gaming ball cannot enter the second starting hole 27, and the high base state can be said to be a state in which a gaming ball can enter the second starting hole 27.

[0029] In the gaming machine 10, when the base is low, it is difficult to get the gaming ball to enter the first starting hole 26 even if you hit it with your right hand, so it is recommended that you hit it with your left hand. On the other hand, in the gaming machine 10, when the base is high, it is recommended that you hit it with your right hand, so that the gaming ball will enter the gate 31 and then the second starting hole 27.

[0030] Next, a big win in the gaming machine 10 will be described. As shown in Figure 3, the gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The multiple types of jackpot symbols are classified into first jackpot symbols, second jackpot symbols, third jackpot symbols, fourth jackpot symbols, and fifth jackpot symbols. Each of the multiple types of jackpot symbols has a specific type of jackpot. The jackpot symbol may also have a specific game state after the jackpot game ends.

[0031] In a jackpot game, an opening effect is first performed for a predetermined opening time to notify the start of the jackpot game. After the opening effect ends, a round game is played in which the jackpot entry port 29 is opened. The round game is played up to a predetermined upper limit. In one round game, the jackpot entry port 29 remains open until a first round end condition is met, in which a predetermined upper limit number of game balls enter the jackpot, or until a second round end condition is met, in which a predetermined upper limit time has elapsed. In a round game, a round effect is performed. Then, when the final round game in a jackpot game ends, an ending effect is performed for a predetermined ending time to notify the end of the jackpot game. The jackpot game ends with the end of the ending effect.

[0032] For jackpot symbols classified as the first jackpot symbol, the type of jackpot is defined as "first jackpot." For jackpot symbols classified as the first jackpot symbol, the maximum number of rounds of play is defined as "2." For jackpot symbols classified as the first jackpot symbol, if the jackpot is won in a low base state, the game state after the jackpot game is controlled to a low base state, i.e., not controlled to a high base state. For jackpot symbols classified as the first jackpot symbol, if the jackpot is won in a high base state, the game state after the jackpot game is controlled to a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as the first jackpot symbol may be referred to as a "first jackpot game."

[0033] For jackpot symbols classified as second jackpot symbols, the type of jackpot is defined as "second jackpot." For jackpot symbols classified as second jackpot symbols, the maximum number of rounds of play is defined as "6." For jackpot symbols classified as second jackpot symbols, if the jackpot is won in a low base state, the game state after the jackpot game is controlled to a low base state, i.e., not a high base state. For jackpot symbols classified as second jackpot symbols, if the jackpot is won in a high base state, the game state after the jackpot game is controlled to a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as second jackpot symbols may be referred to as a "second jackpot game."

[0034] For jackpot symbols classified as the third jackpot symbol, the type of jackpot is designated as "third jackpot." For jackpot symbols classified as the third jackpot symbol, the maximum number of rounds of play is designated as "8 times." For jackpot symbols classified as the third jackpot symbol, regardless of whether the jackpot is won in a low base state or a high base state, the game state after the jackpot game ends is designated as a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as the third jackpot symbol may be referred to as a "third jackpot game."

[0035] For jackpot symbols classified as the fourth jackpot symbol, the type of jackpot is designated as "fourth jackpot." For jackpot symbols classified as the fourth jackpot symbol, the maximum number of rounds of play is designated as "10 times." For jackpot symbols classified as the fourth jackpot symbol, regardless of whether the jackpot is won in a low base state or a high base state, the game state after the jackpot game ends is designated as a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as the fourth jackpot symbol may be referred to as a "fourth jackpot game."

[0036] For jackpot symbols classified as the fifth jackpot symbol, the type of jackpot is designated as "fifth jackpot." For jackpot symbols classified as the fifth jackpot symbol, the maximum number of rounds of play is designated as "10." For jackpot symbols classified as the fifth jackpot symbol, regardless of whether the jackpot is won in a low base state or a high base state, the game state after the jackpot game ends is designated as a high base state until 10,000 special games are completed, or until a jackpot game is awarded before the end of 10,000 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as the fifth jackpot symbol may be referred to as a "fifth jackpot game."

[0037] Incidentally, the probability of winning a jackpot in the jackpot lottery in the gaming machine 10 (so-called jackpot probability) is 1 / 198. Therefore, being controlled to the high base state until 10,000 special games are completed is essentially equivalent to being controlled to the high base state until the next jackpot game is awarded.

[0038] In the gaming machine 10, if a jackpot is won in the jackpot lottery triggered by a ball entering the first starting hole 26 (hereinafter, sometimes referred to as the first jackpot lottery), one of the first to third jackpot symbols is determined as the jackpot symbol. Specifically, in the gaming machine 10, if a jackpot is won in the first jackpot lottery, the first jackpot symbol is determined as the jackpot symbol with a probability of 50%, the second jackpot symbol is determined as the jackpot symbol with a probability of 25%, and the third jackpot symbol is determined as the jackpot symbol with a probability of 25%. Also, in the gaming machine 10, if a jackpot is won in the jackpot lottery triggered by a ball entering the second starting hole 27 (hereinafter, sometimes referred to as the second jackpot lottery), one of the fourth and fifth jackpot symbols is determined as the jackpot symbol. Specifically, in the gaming machine 10, if a jackpot is won in the second jackpot lottery, the fourth jackpot symbol will be determined as the jackpot symbol with a probability of "5%" and the fifth jackpot symbol with a probability of "95%".

[0039] In the gaming machine 10, if a player wins a jackpot in the first jackpot lottery, the advantage level will be "first jackpot game < second jackpot game < third jackpot game" in terms of the upper limit number of rounds of play. Also, in the gaming machine 10, if a player wins a jackpot in the first jackpot lottery, the advantage level will be "first jackpot game, second jackpot game < third jackpot game" in terms of the number of special games controlled to a high base state after the jackpot game ends. In the gaming machine 10, when the base state is low, the player is basically hit from the left, so the first jackpot lottery is held. On the other hand, in the gaming machine 10, when the base state is high, the player is basically hit from the right, so the second jackpot lottery is held. Therefore, in the gaming machine 10, the first jackpot game and the second jackpot game are basically awarded based on winning the first jackpot lottery when the gaming machine is in a low base state, and therefore the gaming machine is not controlled to a high base state after the jackpot game ends. In other words, the gaming machine 10 has a gameplay that anticipates that when the gaming machine is in a low base state, after winning the first jackpot lottery, the third jackpot game will be awarded and the gaming machine will be controlled to a high base state.

[0040] Furthermore, in the gaming machine 10, if a jackpot is won in the second jackpot lottery, the advantage level will be "fourth jackpot game = fifth jackpot game" in terms of the upper limit number of rounds of play. Also, in the gaming machine 10, if a jackpot is won in the second jackpot lottery, the advantage level will be "fourth jackpot game < fifth jackpot game" in terms of the number of special games controlled to a high base state after the jackpot game ends. In the gaming machine 10, when the high base state is reached, the machine is basically hit to the right, so the second jackpot lottery is held. Then, in the gaming machine 10, when a fifth jackpot game is awarded, the machine is essentially controlled to a high base state until the next jackpot game is awarded. The gaming machine 10 has a gameplay in which, after the fifth jackpot game is awarded, the fifth jackpot game, which is determined with a probability of 95%, and the subsequent high base state are expected to be repeated.

[0041] As described above, the gaming machine 10 has a gameplay in which, when in a low base state, after winning a jackpot in the first jackpot lottery, a third jackpot game is awarded and the gaming machine 10 is controlled to a high base state. After the third jackpot game is awarded, the gaming machine 10 has a gameplay in which the gaming machine 10 is expected to win a jackpot in the second jackpot lottery and be controlled to the high base state again after the jackpot game ends, after 100 special games have been played and the high base state has ended. Furthermore, when the gaming machine 10 is controlled to a high base state and a jackpot is won in the second jackpot lottery and a fifth jackpot game is awarded, the gaming machine 10 has a gameplay in which the gaming machine 10 is expected to play the fifth jackpot game, which is determined with a 95% probability, and the subsequent high base state are repeated.

[0042] The display effects that the effect display device 25 can execute include an effect pattern game (hereinafter referred to as an effect game) in which effect symbols (hereinafter referred to as effect symbols) are displayed in a variable manner in multiple columns, and finally, a combination of effect symbols is displayed as a fixed stop. The effect game is executed by varying multiple columns of effect symbols. The effect symbols are also called "decorative symbols" or "decorative symbols." The effect game is executed by varying (scrolling) the first, second, and third column of symbols in a vertical direction. In the following explanation, the "first column" will be referred to as the "left column," and the "first symbol" will be referred to as the "left symbol," the "second column" will be referred to as the "middle column," and the "second symbol" will be referred to as the "middle symbol," and the "third column" will be referred to as the "right column," and the "third symbol" will be referred to as the "right symbol." In each column, effect symbols resembling the numbers [1] to [8] are generally displayed in a variable manner in a predetermined order. In the performance game, the speed at which the left symbol is displayed in a variable manner slows down and then the left symbol is displayed in a stopped state for a moment, then the speed at which the right symbol is displayed in a variable manner slows down and then the right symbol is displayed in a stopped state for a moment, and then the speed at which the middle symbol is displayed in a variable manner slows down and then the middle symbol is displayed in a stopped state for a moment.

[0043] The effect game is executed in conjunction with the special game. Specifically, the effect game starts when the special game starts and ends when the special game ends. The gaming machine 10 can execute an effect game while the special game is being executed. In the effect game, the result of the effect pattern corresponding to the special pattern displayed as a fixed stop in the special game is displayed as a fixed stop. When a jackpot pattern is displayed as a fixed stop in the special game, the jackpot result of the effect pattern is displayed as a fixed stop in the effect game. For example, the jackpot result of the effect pattern can be a result in which the effect patterns in all columns resemble the same number, such as

[0777] (hereinafter referred to as the jackpot number pattern result). The jackpot number pattern result can be said to be a jackpot effect pattern combination. For example, the jackpot result of the effect pattern can be a result in which the effect pattern is composed of a special pattern different from the effect patterns imitating the numbers [1] to [8] (hereinafter referred to as the special pattern result). The special pattern result may be a combination of special patterns including patterns that resemble special patterns and numbers, a combination of special patterns made up of multiple special patterns, or a result made up of one special pattern.

[0044] As shown in FIG. 3, when a first jackpot game is awarded in the gaming machine 10, the jackpot number symbol result is fixed and displayed in the effect game. Similarly, when a second jackpot game is awarded, the jackpot number symbol result is fixed and displayed in the effect game. On the other hand, when a third jackpot game is awarded, the special symbol result is fixed and displayed in the effect game. Note that, for example, even when a third jackpot game is awarded, if the jackpot is won in a low base state, the special symbol result may be fixed and displayed in the effect game. Conversely, for example, even when a third jackpot game is awarded, if the jackpot is won in a high base state, the jackpot number symbol result may be fixed and displayed in the effect game. Furthermore, when a fourth jackpot game is awarded, the jackpot number symbol result is fixed and displayed in the effect game. Similarly, when a fifth jackpot game is awarded, the jackpot number pattern result is displayed as a fixed stop in the effect game. By displaying the fixed stop of the jackpot result based on the effect pattern, the player can determine the subsequent developments, such as the type of jackpot game that will be awarded afterwards. For example, if the fixed stop of the special pattern result is displayed, the player can determine that the third jackpot game will be awarded afterwards.

[0045] When a losing symbol is displayed as a fixed stop in a special game, a losing result due to the effect symbol is displayed as a fixed stop in the effect game. For example, a losing result due to the effect symbol is a result in which the effect symbols in at least some columns are different from the effect symbols in other columns, such as

[0323] ,

[0115] , and

[0426] . A losing result due to the effect symbol can be said to be a losing effect symbol combination. In this way, the effect display device 25 executes an effect game in conjunction with the execution of a special game. Note that in the effect game, the effect symbol is temporarily displayed as a fixed stop before being displayed as a fixed stop. In this specification, "temporary stop display" means, for example, a state indicating that the symbol may be displayed as a variable again, such as a "fluctuating state," or a state indicating that the display is different from a fixed stop display.

[0046] In an effect game, the display mode of the effect symbols may become a reach mode (a reach is formed), and a reach effect may be performed. The reach mode is a state in which effect symbols resembling the same numbers are temporarily displayed in a specific column (for example, the left column and the right column) among multiple columns, and effect symbols in a column other than the specific column (for example, the middle column) continue to be displayed in a variable manner. The reach effect may include multiple types of reach effects in which the characters that appear and the actions of the effect symbols differ. The reach effect is performed while a special game is being executed. The reach effect includes a normal reach effect and a super reach effect that is performed after the start of a normal reach effect. In this embodiment, when a super reach effect is executed during the execution of a special game, the likelihood of a jackpot is higher than when only a normal reach effect is executed.

[0047] As shown in FIG. 3, in the gaming machine 10, when a first jackpot game is awarded, there are cases where only a normal reach effect is executed in the effect game, and cases where a super reach effect is executed. Also, when a second jackpot game is awarded, there are cases where a super reach effect is executed in the effect game. And when a second jackpot game is awarded, there are cases where only a normal reach effect is executed in the effect game. Note that, for example, even when a second jackpot game is awarded, if the jackpot is won in a low base state, it is possible to execute the super reach effect in the effect game, but not to execute only a normal reach effect. On the other hand, for example, even when a second jackpot game is awarded, there are cases where only a normal reach effect is executed in the effect game, and cases where a super reach effect is executed.

[0048] When a third jackpot game is awarded, only the normal reach effect is executed in the effect game. And when a third jackpot game is awarded, the super reach effect is not executed in the effect game. Note that, for example, even when a third jackpot game is awarded, if the jackpot is won in a low base state, only the normal reach effect may be executed in the effect game, while the super reach effect may not be executed. On the other hand, for example, even when a third jackpot game is awarded, if the jackpot is won in a high base state, the effect game may be configured so that only the normal reach effect is executed or the super reach effect is executed.

[0049] When the fourth jackpot game is awarded, the effect game may either have only the normal reach effect or have the super reach effect. Similarly, when the fifth jackpot game is awarded, the effect game may either have only the normal reach effect or have the super reach effect.

[0050] The gaming machine 10 can execute an effect that can identify the type of jackpot game that will be awarded after the jackpot result based on the effect symbol is temporarily displayed. For example, when a first jackpot game is awarded, an effect is executed in which the jackpot number symbol result is temporarily displayed, and then text information "Entering the first jackpot game!" is displayed. For example, when a second jackpot game is awarded, an effect is executed in which the jackpot number symbol result is temporarily displayed, and then text information "Entering the second jackpot game!" is displayed. For example, when a third jackpot game is awarded, an effect is executed in which the special symbol result is temporarily displayed, and then text information "Entering the third jackpot game!" is displayed. For example, when a fourth jackpot game is awarded, an effect is executed in which the jackpot number symbol result is temporarily displayed, and then text information "Entering the fourth jackpot game!" is displayed. For example, when a fifth jackpot game is awarded, the jackpot number pattern result is temporarily displayed, and then an effect is executed in which text information saying "Entering the fifth jackpot game!" is displayed. By executing an effect that can identify the type of jackpot game that will be awarded, the player can determine the subsequent developments, such as the type of jackpot game that will be awarded thereafter. The effect that can identify the type of jackpot game that will be awarded may be started during the effect game in which the jackpot result is temporarily displayed, or may be started after the effect game in which the jackpot result is temporarily displayed has finished.

[0051] In the gaming machine 10, the fact that the execution of a special game is on hold is notified on the effect display device 25. In the gaming machine 10, when the execution of a special game is on hold, the number of special games on hold is notified.

[0052] As shown in FIG. 4(a), the effect display device 25 displays a reserve image Ha corresponding to the first special game on hold. The reserve image Ha corresponds to a reserve image corresponding to a variable game whose execution is on hold, and corresponds to a reserve image corresponding to the first variable game whose execution is on hold. In this embodiment, the reserve image Ha is a circular image. The reserve image Ha includes reserve images H1a to H4a. When the first special reserve number is "1", the reserve image H1a of the reserve images H1a to H4a is displayed on the effect display device 25. When the first special reserve number is "2", the reserve images H1a and H2a of the reserve images H1a to H4a are displayed on the effect display device 25. When the first special reserve number is "3", the reserve images H1a to H3a of the reserve images H1a to H4a are displayed on the effect display device 25. When the first special reserve number is "4", the reserve images H1a to H4a are displayed on the effect display device 25. The reserve image H1a is displayed in the reserve display area R1a on the effect display device 25. The hold image H2a is displayed in the hold display area R2a on the performance display device 25. The hold image H3a is displayed in the hold display area R3a on the performance display device 25. The hold image H4a is displayed in the hold display area R4a on the performance display device 25. Note that when the first special hold number is "0", the hold images H1a to H4a are not displayed on the performance display device 25.

[0053] The reserve display area R1a displays a reserve image Ha corresponding to the first special game that is to be executed first among the reserved first special games. The reserve display area R2a displays a reserve image Ha corresponding to the second special game that is to be executed among the reserved first special games. The reserve display area R3a displays a reserve image Ha corresponding to the third special game that is to be executed among the reserved first special games. The reserve display area R4a displays a reserve image Ha corresponding to the fourth special game that is to be executed among the reserved first special games. Therefore, the reserve display area R1a can be said to be a display area in which it is possible to specify that the first special game corresponding to the displayed reserve image H1a will be executed first. The reserve display area R2a can be said to be a display area in which it is possible to specify that the first special game corresponding to the displayed reserve image H2a will be executed second. The reserve display area R3a can be said to be a display area in which it is possible to specify that the first special game corresponding to the displayed reserve image H3a will be executed third. The reserve display area R4a can be said to be a display area in which it is possible to specify that the first special game corresponding to the displayed reserve image H4a will be executed fourth. As described above, the reserved image Ha is displayed in the display area of ​​the effect display device 25, which allows identification of the execution order in which the corresponding first special game will be executed.

[0054] The effect display device 25 displays a reserve image Hb corresponding to the second special game that is on hold. The reserve image Hb corresponds to a reserve image corresponding to a variable game whose execution is on hold, and corresponds to a reserve image corresponding to the second variable game whose execution is on hold. In this embodiment, the reserve image Hb is a diamond-shaped image. The reserve image Hb includes reserve images H1b to H4b. When the second special reserve number is "1", reserve image H1b of the reserve images H1b to H4b is displayed on the effect display device 25. When the second special reserve number is "2", reserve images H1b and H2b of the reserve images H1b to H4b are displayed on the effect display device 25. When the second special reserve number is "3", reserve images H1b to H3b of the reserve images H1b to H4b are displayed on the effect display device 25. When the second special reserve number is "4", reserve images H1b to H4b are displayed on the effect display device 25. The reserve image H1b is displayed in the reserve display area R1b on the effect display device 25. The hold image H2b is displayed in the hold display area R2b on the performance display device 25. The hold image H3b is displayed in the hold display area R3b on the performance display device 25. The hold image H4b is displayed in the hold display area R4b on the performance display device 25. Note that when the second special hold number is "0", the hold images H1b to H4b are not displayed on the performance display device 25.

[0055] The reserve display area R1b displays a reserve image Hb corresponding to the second special game that is to be executed first among the reserved second special games. The reserve display area R2b displays a reserve image Hb corresponding to the second special game that is to be executed second among the reserved second special games. The reserve display area R3b displays a reserve image Hb corresponding to the second special game that is to be executed third among the reserved second special games. The reserve display area R4b displays a reserve image Hb corresponding to the second special game that is to be executed fourth among the reserved second special games. Therefore, the reserve display area R1b can be said to be a display area that can specify that the second special game corresponding to the displayed reserve image H1b will be executed first. The reserve display area R2b can be said to be a display area that can specify that the second special game corresponding to the displayed reserve image H2b will be executed second. The reserve display area R3b can be said to be a display area that can specify that the second special game corresponding to the displayed reserve image H3b will be executed third. The reserve display area R4b can be said to be a display area that can specify that the second special game corresponding to the displayed reserve image H4b will be executed fourth. As described above, the reserved image Hb is displayed in the display area of ​​the effect display device 25, which allows identification of the execution order in which the corresponding second special game will be executed.

[0056] Furthermore, in the gaming machine 10, an in-play image ZG corresponding to the currently running special game is displayed in the in-play area ZR of the effect display device 25. The in-play image ZG corresponds to an in-play image corresponding to the currently running variable game. That is, the images that the effect display device 25 can display include in-play images. As shown in FIG. 4(a), when the first special game is being executed, an in-play image ZG based on the reserved image Ha that was displayed when the currently running first special game was on hold is displayed in the in-play area ZR. Specifically, the reserved image Ha that was displayed in the reserved display area R1a immediately before the execution of the first special game is displayed as the in-play image ZG in the in-play area ZR. Therefore, when the first special game is being executed, a circular in-play image ZG is displayed in the in-play area ZR. The in-play image ZG is larger than the reserved image Ha. Therefore, when the reserved image Ha is displayed as the in-play image ZG, the reserved image Ha is enlarged and displayed as the in-play image ZG. Incidentally, even in a situation where the first special reserved number and the second special reserved number are 0, if a game ball enters the first starting hole 26, the execution of the first special game is temporarily suspended, and therefore a reserved image Ha is displayed on the effect display device 25. In this case, the reserved image Ha is temporarily displayed on the effect display device 25, and the reserved image Ha is displayed in the execution area ZR of the effect display device 25 as an execution image ZG.

[0057] On the other hand, as shown in FIG. 4(b), when the second special game is executed, the running area ZR displays an executing image ZG based on the reserved image Hb that was displayed when the second special game was being executed and was on hold. Specifically, the reserved image Hb that was displayed in the reserved display area R1b immediately before the execution of the second special game is displayed as the executing image ZG in the running area ZR. Therefore, when the second special game is being executed, a diamond-shaped executing image ZG is displayed in the running area ZR. The executing image ZG is larger than the reserved image Hb. Therefore, when the reserved image Hb is displayed as the executing image ZG, the reserved image Hb is enlarged and displayed as the executing image ZG. Incidentally, even when the first special reserve number and the second special reserve number are 0, if a game ball enters the second start hole 27, the execution of the second special game is temporarily suspended, and the reserved image Hb is displayed on the effect display device 25. In this case, the pending image Hb is temporarily displayed on the performance display device 25, and the pending image Hb is displayed in the performance area ZR of the performance display device 25 as an in-progress image ZG.

[0058] In the gaming machine 10, when the first special game is executed, the reserve image H1a that was displayed in the reserve display area R1a is displayed in the running area ZR as a running image ZG. Also, when the first special game is executed, the reserve image H2a that was displayed in the reserve display area R2a is displayed in the reserve display area R1a as a reserve image H1a. When the first special game is executed, the reserve image H3a that was displayed in the reserve display area R3a is displayed in the reserve display area R2a as a reserve image H2a. Similarly, when the first special game is executed, the reserve image H4a that was displayed in the reserve display area R4a is displayed in the reserve display area R3a as a reserve image H3a. Also, when the second special game is executed, the reserve image H1b that was displayed in the reserve display area R1b is displayed in the running area ZR as a running image ZG. Also, when the second special game is executed, the reserve image H2b that was displayed in the reserve display area R2b is displayed in the reserve display area R1b as a reserve image H1b. When the second special game is executed, the reserved image H3b displayed in the reserved display area R3b is displayed in the reserved display area R2b as the reserved image H2b. Similarly, when the second special game is executed, the reserved image H4b displayed in the reserved display area R4b is displayed in the reserved display area R3b as the reserved image H3b.

[0059] The gaming machine 10 can execute a hold notice effect as a third effect. The hold notice effect is an effect that can be executed for a special game whose execution is suspended. As such, there is a hold notice effect that can be executed for a variable game whose execution is suspended. The hold notice effect can be executed by the effect display device 25. In the gaming machine 10, when a hold notice effect is executed, the hold images Ha, Hb corresponding to the target special game are displayed in a notice mode that is different from the normal mode. Note that when the hold notice effect is executed, the hold images Ha, Hb corresponding to the special game that is the target of the hold notice effect are displayed in a notice mode, while the hold images Ha, Hb corresponding to other special games are not displayed in a notice mode due to the execution of the hold notice effect. The hold notice effect is also called a hold change effect.

[0060] As shown in FIG. 5(a), when the reserved image Ha is displayed in the normal mode, the reserved image Ha is displayed with a white base. While FIG. 5(a) shows the reserved image Ha in the normal mode, the display mode of the reserved image Hb also has the normal mode. Meanwhile, there are multiple types of preview modes. Specifically, the preview modes include a first preview mode (shown in FIG. 5(b)) with a blue base, a second preview mode (shown in FIG. 5(c)) with a green base, and a third preview mode (shown in FIG. 5(d)) with a red base. While FIGS. 5(b) to 5(d) show the reserved image Ha in each preview mode, the preview modes of the reserved image Hb also include the first preview mode to the third preview mode. In the gaming machine 10, the expectation of the special game that is the subject of the preview effect of the preview (hereinafter referred to as the "preservation expectation") winning a jackpot differs depending on the type of preview mode. Specifically, in this embodiment, the preview expectation increases in the order of the first preview mode < the second preview mode < the third preview mode. In addition, the notice mode can also be said to be the effect content of the hold notice effect. In this way, when a new special game is put on hold, there are cases where the hold images Ha and Hb of the normal mode are newly displayed, and cases where the hold images Ha and Hb of the notice mode are newly displayed.

[0061] 5(e) to 5(h), like the reserved images Ha and Hb, the running image ZG may be displayed in a normal mode or in a preview mode. As shown in FIG. 5(e), when the running image ZG corresponding to the first special game is displayed in a normal mode, a running image ZG with a white base is displayed. As shown in FIG. 5(f), when the running image ZG corresponding to the first special game is displayed in a first preview mode, a running image ZG with a blue base is displayed. As shown in FIG. 5(g), when the running image ZG corresponding to the first special game is displayed in a second preview mode, a running image ZG with a green base is displayed. As shown in FIG. 5(h), when the running image ZG corresponding to the first special game is displayed in a third preview mode, a running image ZG with a red base is displayed. Note that Figures 5(e) to 5(h) show the running image ZG corresponding to the first special game displayed in each display mode, but the running image ZG corresponding to the second special game may also be displayed in a normal mode or in a preview mode.

[0062] The hold preview effect may be initiated when a special game is put on hold, triggering its execution. In this case, the hold preview effect is executed by displaying the hold images Ha and Hb corresponding to the special game in a preview mode when the special game is put on hold. In this way, the hold preview effect may be initiated when the execution of a special game is put on hold, triggered by the entry of a gaming ball into the starting holes 26 and 27. In addition, when the execution of a special game is started, the hold preview effect may be initiated for the special game whose execution is on hold. In this way, the hold preview effect may be initiated when the special game is executed. Note that in the gaming machine 10, when in a low base state, the hold preview effect can be executed for the first special game, but the hold preview effect cannot be executed for the second special game. Conversely, in the gaming machine 10, when in a high base state, the hold preview effect can be executed for the second special game, but the hold preview effect cannot be executed for the first special game.

[0063] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 6, the gaming machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of the processes. The gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes to execute light-emitting effects by the effect lamp EL, light-emitting effects by the decorative lamp 17, sound effects by the speaker 18, and display effects by the effect display device 25. The main board 40 and the sub-board 50 are disposed on the back side of the gaming board 20. The gaming board unit includes the main board 40 and the sub-board 50. Therefore, it can be said that the main board 40 and the sub-board 50 are disposed inside the machine. The main board 40 is connected to the sub-board 50.

[0064] First, the main board 40 will be described. The main board 40 is equipped with a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing its control program (main control program). The main ROM 42 stores the main control program and a lottery table used for predetermined lotteries. The main ROM 42 stores a jackpot determination value used in the jackpot lottery. The main ROM 42 stores an effect determination value used in the effect lottery. The effect lottery is a lottery that determines whether to execute a reach effect when the jackpot lottery is not won, and corresponds to a reach lottery.

[0065] The main ROM 42 stores multiple types of fluctuation patterns. The multiple types of fluctuation patterns are associated with a fluctuation time from the start of a special game to the end of the special game. That is, the fluctuation time of the special game is associated with the fluctuation pattern. The fluctuation pattern can be considered information capable of identifying the fluctuation time of the special game. In the gaming machine 10, the fluctuation time of the special game is determined by determining the fluctuation pattern. The fluctuation pattern may be information capable of identifying some or all of the presentation content of the presentation game that is played from the start of the special game to the end of the special game. The fluctuation patterns include, for example, a jackpot fluctuation pattern and a loss fluctuation pattern. The jackpot fluctuation pattern is associated with a presentation content of the presentation game that goes through a reach presentation and finally displays a fixed stop display of the jackpot result based on the presentation pattern. The loss fluctuation pattern is included in a no-reach fluctuation pattern and a reach-to-miss fluctuation pattern. The no-reach fluctuation pattern is associated with a presentation content of the presentation game that goes through a reach presentation and finally displays a fixed stop display of the loss result based on the presentation pattern. The variation pattern with a miss reach is associated with a performance content of a performance game in which a reach performance is performed and then a final stop display of a miss result based on the performance pattern is displayed. In this way, the variation pattern includes a variation pattern associated with the execution of a reach performance and a variation pattern not associated with the execution of a reach performance. Note that the variation pattern associated with the execution of a reach performance includes a variation pattern associated with only a normal reach performance and a variation pattern associated with a super reach performance.

[0066] The main ROM 42 stores a plurality of types of normal game variation patterns. The plurality of types of normal game variation patterns are associated with a variation time from the start of the normal game to the end of the normal game. That is, the normal game variation pattern is associated with a variation time of the normal game. The normal game variation patterns include, for example, a normal game variation pattern that can be determined in a low base state and a normal game variation pattern that can be determined in a high base state.

[0067] The main RWM 43 is configured to be able to store various information that is rewritten as appropriate during operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be able to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0068] A first start sensor SE1, a second start sensor SE2, a count sensor SE3, and a gate sensor SE4 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE4 via a port (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 is able to control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 is able to control the operation of the first actuator A1 and the operation of the second actuator A2 via a drive circuit (not shown).

[0069] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes its control program (sub-control program) to perform various processes (e.g., processes related to performance). The sub-ROM 52 stores the sub-control program, lottery tables used in the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the mode (content) of the display performance in the performance display device 25. The sub-ROM 52 also stores light-emitting performance data that can identify the mode (content) of the light-emitting performance in the performance lamp EL. The sub-ROM 52 stores light-emitting performance data that can identify the mode (content) of the light-emitting performance in the decorative lamp 17. The sub-ROM 52 stores sound performance data that can identify the mode (content) of the sound performance in the speaker 18.

[0070] The sub-RWM 53 is configured to be able to store various information that can be rewritten as appropriate during operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to be able to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0071] The sub-board 50 is connected to the performance lamp EL, decorative lamp 17, speaker 18, and performance display device 25. The sub-CPU 51 is able to control the performance lamp EL, decorative lamp 17, speaker 18, and performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the performance devices that serve as performance execution means among the performance lamp EL, decorative lamp 17, speaker 18, and performance display device 25, thereby realizing the function of performance control means that can control the performance execution means.

[0072] An upper button B1 and a lower button B2 are connected to the sub-board 50. The sub-CPU 51 is configured to be able to input operation signals, which are output when various buttons B1 and B2 are operated, via a port (not shown).

[0073] The various processes executed by the main CPU 41 based on the control program will be described below. First, the special symbol input process performed by the main CPU 41 will be described. In the special symbol input process, the main CPU 41 performs a first special symbol input process. Furthermore, when the main CPU 41 finishes the first special symbol input process, it performs a second special symbol input process. Then, in the special symbol input process, when the main CPU 41 finishes the second special symbol input process, it ends the special symbol input process.

[0074] In the first special symbol input process, the main CPU 41 determines whether a gaming ball has entered the first start hole 26 based on whether a detection signal has been input from the first start sensor SE1 (hereinafter referred to as the first input determination). If the determination result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the determination result of the first input determination is positive, the main CPU 41 determines whether the first special reserve number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the first reserve determination). If the determination result of the first reserve determination is negative, the main CPU 41 terminates the first special symbol input process. If the determination result of the first reserve determination is positive, the main CPU 41 adds 1 to the first special reserve number to update it. Furthermore, the main CPU 41 controls the information display panel 22 to display the updated first special reserve number. In addition, the main CPU 41 stores control information capable of identifying the updated first special reserve number (hereinafter referred to as the first reserve number command) in the output buffer. The control information (command) stored in the output buffer is output to the sub-board 50 in the next or subsequent interrupt processing. If the determination result of the first hold determination is positive, the main CPU 41 acquires a random number generated within the main board 40 and stores random number information based on the acquired random number in the main RWM 43. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, by storing the random number information for the first special game in the main RWM 43, its execution is suspended until the execution condition of the first special game is met. Thereafter, the main CPU 41 performs a look-ahead command generation process and then terminates the first special symbol input process. Specific control in the look-ahead command generation process will be described later.

[0075] In the second special symbol input process, the main CPU 41 determines whether a game ball has entered the second start hole 27 based on whether a detection signal has been input from the second start sensor SE2 (hereinafter referred to as the second input determination). If the determination result of the second input determination is negative, the main CPU 41 terminates the second special symbol input process. On the other hand, if the determination result of the second input determination is positive, the main CPU 41 determines whether the second special reserve number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the second reserve determination). If the determination result of the second reserve determination is negative, the main CPU 41 terminates the second special symbol input process. If the determination result of the second reserve determination is positive, the main CPU 41 adds 1 to the second special reserve number to update it. Furthermore, the main CPU 41 controls the information display panel 22 to display the updated second special reserve number. In addition, the main CPU 41 stores control information capable of identifying the updated second special reserve number (hereinafter referred to as the second reserve number command) in the output buffer. If the determination result of the second reservation determination is positive, the main CPU 41 acquires a random number generated within the main board 40 and stores random number information based on the acquired random number in the main RWM 43. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the second special game and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main RWM 43, its execution is suspended until the execution condition of the second special game is met. Thereafter, the main CPU 41 performs a look-ahead command generation process and then terminates the second special symbol input process.

[0076] The random number information stored in the main RWM 43 in the first special symbol input process and the second special symbol input process may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. The random numbers acquired in the first special symbol input process and the second special symbol input process include, for example, a random number used in a jackpot lottery (hereinafter referred to as a jackpot determination random number), a random number used to determine a special symbol (hereinafter referred to as a special symbol random number), a random number used to determine a variation pattern (hereinafter referred to as a variation pattern determination random number), and a random number used in an effect lottery (hereinafter referred to as an effect determination random number).

[0077] Here, the read-ahead command generation process and the read-ahead command generated in the read-ahead command generation process will be described. As shown in Fig. 7, the look-ahead commands are classified into look-ahead commands SC1 to SC7. The look-ahead commands SC1 and SC2 can be generated in the look-ahead command generation process of either the first special symbol input process or the second special symbol input process. The look-ahead commands SC3 to SC5 can be generated in the look-ahead command generation process in the first special symbol input process. On the other hand, the look-ahead commands SC6 and SC7 can be generated in the look-ahead command generation process in the second special symbol input process.

[0078] The look-ahead command SC1 is generated when the value of the jackpot determination random number does not match the jackpot determination value (indicated as "mismatch" in FIG. 7) and the value of the effect determination random number does not match the effect determination value. The look-ahead command SC2 is generated when the value of the jackpot determination random number does not match the jackpot determination value and the value of the effect determination random number matches the effect determination value. The look-ahead command SC3 is generated when the value of the jackpot determination random number matches the jackpot determination value and the value of the special pattern random number matches the value that determines the first jackpot pattern. The look-ahead command SC4 is generated when the value of the jackpot determination random number matches the jackpot determination value and the value of the special pattern random number matches the value that determines the second jackpot pattern. The look-ahead command SC5 is generated when the value of the jackpot determination random number matches the jackpot determination value and the value of the special pattern random number matches the value that determines the third jackpot pattern. Further, the pre-read command SC6 is generated when the value of the jackpot determination random number matches the jackpot determination value and the value of the special pattern random number matches the value that determines the fourth jackpot pattern. The pre-read command SC7 is generated when the value of the jackpot determination random number matches the jackpot determination value and the value of the special pattern random number matches the value that determines the fifth jackpot pattern.

[0079] In the look-ahead command generation process, the main CPU 41 generates a look-ahead command based on the value of the random number acquired in each special symbol input process and stores it in the output buffer. Specifically, the main CPU 41 generates a look-ahead command based on the values ​​of at least some of the random numbers acquired in each special symbol input process, including the jackpot determination random number, special symbol random number, effect determination random number, and variation pattern random number, and stores the look-ahead command in the output buffer. At this time, the main CPU 41 generates a look-ahead command capable of identifying the type of special game and the number of special reserved games, and stores the look-ahead command in the output buffer. For example, when generating a look-ahead command classified as look-ahead command SC1 when the first special reserved game number is "3" in the look-ahead command generation process of the first special symbol input process, the main CPU 41 generates a look-ahead command SC1 that can identify that the first special reserved game number is "3" and corresponds to the first special game. In the following description, a look-ahead command corresponding to the first special game may be referred to as a first look-ahead command, and a look-ahead command corresponding to the second special game may be referred to as a second look-ahead command.

[0080] The generation of the read-ahead command in the read-ahead command generation process will be described below. In the look-ahead command generation process, if the value of the acquired jackpot determination random number does not match the jackpot determination value and the value of the acquired effect determination random number does not match the effect determination value, the main CPU 41 generates a look-ahead command classified as look-ahead command SC1. If the value of the acquired jackpot determination random number does not match the jackpot determination value and the value of the acquired effect determination random number matches the effect determination value, the main CPU 41 generates a look-ahead command classified as look-ahead command SC2.

[0081] Furthermore, if the value of the acquired jackpot determination random number matches the jackpot determination value, the main CPU 41 generates a look-ahead command classified as one of the look-ahead commands SC3 to SC5 in the look-ahead command generation process in the first special symbol input process. At this time, if the value of the special symbol random number matches the value that determines the first jackpot symbol, the main CPU 41 generates a look-ahead command classified as the look-ahead command SC3. Furthermore, if the value of the special symbol random number matches the value that determines the second jackpot symbol, the main CPU 41 generates a look-ahead command classified as the look-ahead command SC4. If the value of the special symbol random number matches the value that determines the third jackpot symbol, the main CPU 41 generates a look-ahead command classified as the look-ahead command SC5.

[0082] Furthermore, if the value of the acquired jackpot determination random number matches the jackpot determination value, the main CPU 41 generates a look-ahead command classified as either the look-ahead command SC6 or SC7 in the look-ahead command generation process in the second special symbol input process. At this time, if the value of the special symbol random number matches the value that determines the fourth jackpot symbol, the main CPU 41 generates a look-ahead command classified as the look-ahead command SC6. Furthermore, if the value of the special symbol random number matches the value that determines the fifth jackpot symbol, the main CPU 41 generates a look-ahead command classified as the look-ahead command SC7.

[0083] Next, the special symbol start process performed by the main CPU 41 will be described. The main CPU 41 determines whether the execution conditions for the special game are met (hereinafter referred to as execution determination). In the execution determination, the main CPU 41 makes a positive determination if the game is not during a jackpot game, a special game, or an inter-variation interval. On the other hand, in the execution determination, the main CPU 41 makes a negative determination if the game is either during a jackpot game, a special game, or an inter-variation interval. If the determination result of the execution determination is negative (if the execution conditions for the special game are not met), the main CPU 41 ends the special symbol start process.

[0084] If the determination result of the execution determination is positive (if the execution condition for the special game is met), the main CPU 41 performs a second reservation determination to determine whether the second special reservation number is 1 or more. If the second reservation determination determines that the second special reservation number is 1 or more, the main CPU 41 performs a second special symbol start process related to the execution of the second special game. After performing the second special symbol start process, the main CPU 41 terminates the special symbol start process. If the second reservation determination determines that the second special reservation number is not 1 or more, the main CPU 41 performs a first reservation determination to determine whether the first special reservation number is 1 or more. If the first reservation determination determines that the first special reservation number is not 1 or more, the main CPU 41 terminates the special symbol start process. If the first reservation determination determines that the first special reservation number is 1 or more, the main CPU 41 performs a first special symbol start process related to the execution of the first special game. After performing the first special symbol start process, the main CPU 41 terminates the special symbol start process.

[0085] Incidentally, if the second reservation determination determines that the second special reservation number is not 1 or more, and the first reservation determination determines that the first special reservation number is not 1 or more, the main CPU 41 stores control information (hereinafter referred to as a standby command) that can identify a standby state in the output buffer. However, from the time the standby command is stored in the output buffer until the special game is executed, the main CPU 41 does not store the standby command again in the output buffer, even if the first reservation determination determines that the first special reservation number is not 1 or more, and the second reservation determination determines that the second special reservation number is not 1 or more. In this embodiment, the standby state can be said to be a situation in which a special game is not being executed, that is, a situation in which a special game is not being executed. Also, the standby state can be said to be a situation in which a jackpot game has not been awarded, that is, a situation in which a jackpot game is not being executed.

[0086] Here, the first special symbol start process will be explained. In the first special symbol start processing, the main CPU 41 updates the first special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 also stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads out the random number information for the first special game that was stored earliest from the main RWM 43. After reading out the earliest random number information, the main CPU 41 erases the earliest stored random number information from the main RWM 43. Then, the main CPU 41 performs a jackpot lottery based on the read random number information and the jackpot determination value stored in the main ROM 42. If the jackpot lottery is not won (if the jackpot lottery is not won), the main CPU 41 performs an effect lottery based on the value of the effect determination random number.

[0087] After completing various lotteries, the main CPU 41 determines the special symbol to be fixed and displayed in the first special game and the variation pattern of the first special game. For example, if the jackpot lottery is won, the main CPU 41 determines the jackpot symbol based on the value of the special symbol random number. In the first special symbol start process, the main CPU 41 determines the jackpot symbol from among the first to third jackpot symbols based on the value of the special symbol random number. On the other hand, if the jackpot lottery is not won, the main CPU 41 determines a losing symbol. Also, if the jackpot lottery is won, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern determination random number. The types of jackpot variation patterns that can be determined differ depending on the type of jackpot symbol determined. If the jackpot lottery is not won but the effect lottery is won, the main CPU 41 determines a variation pattern with a losing reach based on the value of the variation pattern determination random number. On the other hand, if the jackpot lottery is not won and the effect lottery is not won, the main CPU 41 determines a no-miss reach variation pattern based on the value of the variation pattern determination random number. After determining the special symbol and variation pattern, the main CPU 41 stores control information (hereinafter referred to as a symbol command) that can identify the determined special symbol and control information (hereinafter referred to as a variation pattern command) that can identify the variation pattern in the output buffer, and ends the first special symbol start process. In the first special symbol start process, the main CPU 41 stores a variation pattern command corresponding to the first special game in the output buffer.

[0088] In the second special symbol start processing, the main CPU 41 updates the second special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 also stores a second reserve number command that can identify the updated second special reserve number in the output buffer. Next, the main CPU 41 reads out the random number information for the second special game that was stored earliest from the main RWM 43. After reading out the earliest random number information, the main CPU 41 erases the earliest stored random number information from the main RWM 43. The main CPU 41 then performs a jackpot lottery based on the read random number information and the jackpot determination value stored in the main ROM 42. If the jackpot lottery is not won, the main CPU 41 performs an effect lottery based on the value of the effect determination random number.

[0089] After completing various lotteries, the main CPU 41 determines the special symbol to be displayed as a fixed stop in the second special game and the variation pattern of the second special game. For example, if the jackpot lottery is won, the main CPU 41 determines the jackpot symbol based on the value of the special symbol random number. In the second special symbol start process, the main CPU 41 determines the jackpot symbol from among the fourth and fifth jackpot symbols based on the value of the special symbol random number. On the other hand, if the jackpot lottery is not won, the main CPU 41 determines a losing symbol. Also, if the jackpot lottery is won, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern determination random number. The types of jackpot variation patterns that can be determined differ depending on the type of jackpot symbol determined. If the jackpot lottery is not won but the effect lottery is won, the main CPU 41 determines a variation pattern with a losing reach based on the value of the variation pattern determination random number. On the other hand, if the jackpot lottery is not won and the effect lottery is not won, the main CPU 41 determines a no-miss reach variation pattern based on the value of the variation pattern determination random number. After determining the special symbol and variation pattern, the main CPU 41 stores the symbol command and variation pattern command in the output buffer and ends the second special symbol start process. In the second special symbol start process, the main CPU 41 stores a variation pattern command corresponding to the second special game in the output buffer.

[0090] When the special symbol start process is completed, the main CPU 41 executes a process separate from the special symbol start process and executes a special game. Specifically, the main CPU 41 controls the information display panel 22 to start the special game. The main CPU 41 measures the fluctuation time associated with the fluctuation pattern determined in the special symbol start process. Then, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stop when the fluctuation time associated with the fluctuation pattern has elapsed. When the fluctuation time associated with the fluctuation pattern determined in the special symbol start process has elapsed, the main CPU 41 stores an end command in the output buffer to display the symbol combination of the effect symbols as a fixed stop. After displaying the special symbol as a fixed stop, that is, after the special game has ended, the main CPU 41 sets an inter-fluctuation interval (e.g., 1 second). During the inter-fluctuation interval, the special symbol that was displayed as a fixed stop following the end of the special game continues to be displayed as a fixed stop.

[0091] As described above, the main CPU 41 performs a jackpot lottery in the first special symbol start process and the second special symbol start process. In this embodiment, the main CPU 41 performs a jackpot lottery, thereby realizing a function as a winning lottery means for performing a winning lottery. Furthermore, when a jackpot is won in the first special symbol start process and the second special symbol start process, the main CPU 41 determines the type of jackpot by determining the jackpot symbol. In this embodiment, the main CPU 41 determines the jackpot symbol, thereby realizing a function as a winning type determination means for determining the type of jackpot. Note that determining the type of jackpot can essentially be said to determine the game state to be controlled after the jackpot game ends.

[0092] Next, the big win processing performed by the main CPU 41 will be described. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 starts control to award the specified jackpot game. Specifically, the main CPU 41 starts control to award the jackpot game after the jackpot special game ends and the inter-variation interval has elapsed. The main CPU 41 awards the jackpot game by executing the jackpot process. In this way, in the gaming machine 10, the jackpot game is awarded after a jackpot is won.

[0093] When the jackpot special game ends, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 counts the opening time. When the opening time has elapsed, the main CPU 41 performs processing to execute a round game. Specifically, the main CPU 41 controls the second actuator A2 to open the large prize opening 29 according to the opening mode (opening pattern) set for the jackpot game, thereby starting the round game. After starting the round game, if the first round end condition or the second round end condition is met, the main CPU 41 controls the second actuator A2 to close the large prize opening 29, thereby ending the round game. The main CPU 41 repeatedly performs processing to execute the round game until the maximum number of round games set for the jackpot game has been completed. The main CPU 41 stores a round command in the output buffer each time a round game starts. When the final round game ends, the main CPU 41 stores an ending command in the output buffer. When the main CPU 41 stores the ending command in the output buffer, it counts the ending time. Then, when the ending time has elapsed, the main CPU 41 ends the big win game.

[0094] Next, the game status processing performed by the main CPU 41 will be described. When controlling to the low base state, the main CPU 41 sets a value that can specify that control is to be made to the low base state to the base state flag stored in the main RWM 43. Furthermore, the main CPU 41 stores control information that can specify that the state is the low base state (hereinafter referred to as the low base state command) in the output buffer. Incidentally, when a jackpot game is awarded, the main CPU 41 sets a value that can specify that control is to be made to the low base state to the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.

[0095] When controlling to a high base state after the end of a jackpot game, the main CPU 41 sets a value that can identify that the game will be controlled to the high base state after the end of the jackpot game to the base state flag. The main CPU 41 stores control information (hereinafter referred to as a high base state command) that can identify the high base state controlled after the end of the jackpot game in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as count information) that can identify the remaining number of special games to be controlled to the high base state after the end of the jackpot game. For example, the main CPU 41 updates the count information to an identifiable number of 100 times after the end of the third jackpot game. For example, the main CPU 41 updates the count information to an identifiable number of 10,000 times after the end of the fifth jackpot game. After the end of a jackpot game, the main CPU 41 subtracts 1 from the identifiable number of times from the count information each time a special game ends, and updates the count information. Then, when the identifiable number of times from the count information after subtracting 1 reaches 0, the main CPU 41 controls to a low base state. Incidentally, when a jackpot game is awarded, the main CPU 41 updates and initializes the number of times that can be specified from the number of times information to 0. Furthermore, when the main CPU 41 updates the number of times information, it stores control information (hereinafter referred to as a number of times command) that can specify the number of times that can be specified from the updated number of times information in the output buffer.

[0096] Next, the normal symbol input process performed by the main CPU 41 will be described. The main CPU 41 determines whether the gaming ball has passed (entered) the gate 31 based on whether a detection signal has been input from the gate sensor SE4. If the gaming ball has not passed through the gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit number. If the normal reserve number is not less than the upper limit number, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit number, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. In this case, the main CPU 41 controls the information display panel 22 so that the updated normal reserve number is displayed. In addition, the main CPU 41 stores a normal reserve number command capable of identifying the updated normal reserve number in the output buffer. Next, the main CPU 41 acquires a random number generated within the main board 40 and stores random number information based on the acquired random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is for the normal game and the storage order of the random number information can be specified. After that, the main CPU 41 ends the normal symbol input process.

[0097] Next, the normal symbol start process performed by the main CPU 41 will be described. The main CPU 41 determines whether the execution conditions for the normal game are met. The main CPU 41 makes a positive determination if the normal game is not being played and the normal game is not being played, and makes a negative determination if the normal game is being played or the normal game is being played. If the execution conditions for the normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the execution conditions for the normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by subtracting 1, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command capable of identifying the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the earliest-stored random number information for the normal game from the main RWM 43. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win determination value stored in the main ROM 42. Then, based on the result of the normal win lottery, the main CPU 41 determines the normal symbols to be fixed and displayed in the normal game and the fluctuation time of the normal game. The main CPU 41 determines the fluctuation pattern for the normal game, thereby determining the fluctuation time of the normal game. After determining the normal symbols and the fluctuation pattern for the normal game, the main CPU 41 stores control information capable of identifying the determined normal symbols (hereinafter referred to as a normal symbol command) and control information capable of identifying the fluctuation pattern for the normal game (hereinafter referred to as a normal fluctuation pattern command) in the output buffer, and terminates the normal symbol start process. Then, the main CPU 41 terminates the normal symbol start process.

[0098] Then, the main CPU 41 executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. Then, when the normal game variation time determined in the normal symbol start process has elapsed, the main CPU 41 controls the information display panel 22 so that the normal symbol determined in the normal symbol start process is displayed as a fixed stop. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command capable of specifying the end of the normal game in the output buffer. After displaying the normal symbol as a fixed stop, that is, after the end of the normal game, the main CPU 41 sets an inter-variation interval (e.g., 1 second) for the normal game. During the inter-variation interval for the normal game, the normal symbol that was displayed as a fixed stop following the end of the normal game continues to be displayed as a fixed stop.

[0099] Next, the normal winning process performed by the main CPU 41 will be described. If the normal winning lottery is won, the main CPU 41 determines the opening pattern of the second start hole 27 when the normal game ends, and controls the first actuator A1 so that the second start hole 27 is opened according to the opening pattern. In this embodiment, it is easier to win the normal winning lottery when the base state is high than when the base state is low. The gaming machine 10 is configured so that the normal winning lottery can be won even when the base state is low, and when the normal winning lottery is won, the first variable member 28 is in the open state. Therefore, in this embodiment, although it is more difficult for a gaming ball to enter the second start hole 27 when the base state is low than when the base state is high, there is still a possibility that a gaming ball will enter the second start hole 27.

[0100] Next, various processes that the secondary CPU 51 executes based on the control program will be described. When the secondary CPU 51 inputs a low base state command, it sets the secondary base state flag stored in the secondary RWM 53 to a value that can identify a low base state. When the secondary CPU 51 inputs a high base state command, it sets the secondary base state flag to a value that can identify a high base state. In addition, when the secondary CPU 51 inputs a count command, it updates the information stored in the secondary RWM 53 (hereinafter referred to as secondary count information) so as to identify the remaining number of special games that will be controlled to the high base state after the end of a jackpot game that can be identified from the command.

[0101] During a jackpot game, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a jackpot effect is performed. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an opening effect is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a round effect is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an ending effect is performed. The content of the jackpot effect may differ depending on the type of jackpot.

[0102] Furthermore, when a first read-ahead command is input, the secondary CPU 51 stores the input first read-ahead command in the secondary RWM 53. At this time, the secondary CPU 51 stores the first read-ahead command in the secondary RWM 53 so that the storage order of the first read-ahead command can be determined according to the first special hold number that can be determined from the first read-ahead command. Also, although details will be described later, when the secondary CPU 51 inputs the first read-ahead command, it controls the effect display device 25 so that the same number of hold images Ha as the first special hold number that can be determined from the first read-ahead command are displayed. For example, when the hold image H1a is displayed on the effect display device 25, if the secondary CPU 51 inputs a first read-ahead command that can determine that the first special hold number is "2," a new hold image H2a is displayed. Similarly, when a second read-ahead command is input, the secondary CPU 51 stores the input second read-ahead command in the secondary RWM 53. At this time, the secondary CPU 51 stores the second read-ahead commands in the secondary RWM 53 so that the storage order of the second read-ahead commands can be determined according to the second special hold number that can be determined from the second read-ahead command. Also, although details will be described later, when the secondary CPU 51 inputs the second read-ahead command, it controls the performance display device 25 so that the same number of hold images Hb as the second special hold number that can be determined from the second read-ahead command are displayed. For example, when the hold image H1b is displayed on the performance display device 25, if the secondary CPU 51 inputs a second read-ahead command that can determine that the second special hold number is "2", a new hold image H2b is displayed.

[0103] Next, the process of determining the effect at the time of winning related to the execution of the pending notice effect will be explained together with the control related to the display of various pending images Ha, Hb and the execution image ZG. If the first look-ahead command is input when the base is low, the sub-CPU 51 executes the process of determining the effect to be displayed when a prize is won. If the second look-ahead command is input when the base is high, the sub-CPU 51 executes the process of determining the effect to be displayed when a prize is won. However, when a pending preview effect is already being executed, whether the first look-ahead command is input when the base is low, or the second look-ahead command is input when the base is high, the sub-CPU 51 does not execute the process of determining the effect to be displayed when a prize is won. Note that if the second look-ahead command is input when the base is low, the sub-CPU 51 does not execute the process of determining the effect to be displayed when a prize is won. Similarly, if the first look-ahead command is input when the base is high, the sub-CPU 51 does not execute the process of determining the effect to be displayed when a prize is won.

[0104] If the winning effect determination process is not executed, the sub-CPU 51 determines to display the reserve images Ha, Hb in the normal mode as the reserve images Ha, Hb corresponding to the special game whose execution has been newly suspended.The sub-CPU 51 then controls the effect display device 25 so that the reserve images Ha, Hb in the normal mode are displayed as the reserve images Ha, Hb corresponding to the special game whose execution has been newly suspended.As a result, the effect display device 25 newly displays the reserve image Ha in the normal mode when the first look-ahead command is input, and newly displays the reserve image Hb in the normal mode when the second look-ahead command is input.

[0105] In the winning effect determination process, it is determined whether or not to execute a reserved notice effect for the special game corresponding to the input look-ahead command, and the type of notice mode if the reserved notice effect is executed. In this way, when a new special game is reserved, the sub-CPU 51 executes the winning effect determination process for the newly reserved special game.

[0106] In the winning effect determination process, the sub-CPU 51 executes a reserve notice lottery process to draw a reserve notice. The reserve notice lottery determines whether to start the execution of a reserve notice effect for the special game corresponding to the input look-ahead command. In this embodiment, if the reserve notice lottery is won, the execution of the reserve notice effect is determined, whereas if the reserve notice lottery is not won, the execution of the reserve notice effect is not determined. For example, the winning probability of the reserve notice lottery differs between when it is possible to determine that the special game corresponding to the look-ahead command will be a jackpot and when it is possible to determine that the special game corresponding to the look-ahead command will be a loser. For example, even if it is possible to determine that the special game corresponding to the look-ahead command will be a jackpot, the winning probability of the reserve notice lottery may vary depending on the type of jackpot. Alternatively, the type of variation pattern determined from the look-ahead command may be specified, and the winning probability of the reserve notice lottery may vary depending on the type of variation pattern. Incidentally, if the winning probability of the reserve notice lottery is set to 0%, the reserve notice effect is not executed. Therefore, when varying the probability of winning the reserved notice lottery, the presence or absence of the reserved notice performance may be varied.

[0107] If the reserve notice lottery in the reserve notice lottery process is not won, the sub-CPU 51 ends the winning effect determination process. At this time, the sub-CPU 51 determines to display reserve images Ha, Hb in normal mode as reserve images Ha, Hb corresponding to the special game whose execution has been newly suspended. The sub-CPU 51 then controls the effect display device 25 so that reserve images Ha, Hb in normal mode are displayed as reserve images Ha, Hb corresponding to the special game whose execution has been newly suspended. As a result, when the first look-ahead command is input, the effect display device 25 newly displays reserve image Ha in normal mode, and when the second look-ahead command is input, the effect display device 25 newly displays reserve image Hb in normal mode.

[0108] If the reserved game lottery in the reserved game lottery process is won, the sub-CPU 51 determines the type of the preview mode. For example, in the gaming machine 10, the determination of the preview mode differs depending on whether it is possible to identify that the special game corresponding to the look-ahead command will be a jackpot or whether it is possible to identify that the special game corresponding to the look-ahead command will be a loser. For example, even if it is possible to identify that the special game corresponding to the look-ahead command will be a jackpot, the determination of the preview mode may differ depending on the type of jackpot. For example, the determination of the preview mode may differ by varying the types of preview modes that can be determined. Alternatively, for example, the determination of the preview mode may differ by varying the probability of determining various preview modes. When the sub-CPU 51 determines the type of preview mode, it terminates the winning effect determination process. Then, the sub-CPU 51 controls the effect display device 25 so that the reserved images Ha and Hb of the determined preview mode are displayed as the reserved images Ha and Hb corresponding to the newly reserved special game. As a result, when the first look-ahead command is input, the performance display device 25 displays a new reserved image Ha of the determined preview mode, and when the second look-ahead command is input, the performance display device 25 displays a new reserved image Hb of the determined preview mode.

[0109] When the reserved notice lottery is won and the type of notice mode is determined, the sub-CPU 51 stores information (hereinafter referred to as reserved notice execution information) that can identify the special game that was the subject of the reserved notice effect and the type of notice mode of the reserved images Ha, Hb in the reserved notice effect in the sub-RWM 53. The reserved notice execution information stored in the sub-RWM 53 is deleted when the execution of the special game that was the subject of the reserved notice effect corresponding to the reserved notice execution information is completed or when a jackpot game is awarded.

[0110] When the sub-CPU 51 inputs a variation pattern command corresponding to the first special game, it controls the effect display device 25 so that the reserved image Ha moves and is displayed. Specifically, the sub-CPU 51 controls the effect display device 25 so that an execution image ZG based on the reserved image H1a is displayed in the execution area ZR. Furthermore, if the reserved image H2a is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Ha that was displayed as the reserved image H2a is displayed as the reserved image H1a. Similarly, if the reserved image H3a is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Ha that was displayed as the reserved image H3a is displayed as the reserved image H2a. Furthermore, if the reserved image H4a is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Ha that was displayed as the reserved image H4a is displayed as the reserved image H3a.

[0111] Similarly, when the sub-CPU 51 inputs a variation pattern command corresponding to the second special game, it controls the effect display device 25 so that the reserved image Hb is moved and displayed. Specifically, the sub-CPU 51 controls the effect display device 25 so that an execution image ZG based on the reserved image H1b is displayed in the execution area ZR. Furthermore, if the reserved image H2b is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Hb that was displayed as the reserved image H2b is displayed as the reserved image H1b. Similarly, if the reserved image H3b is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Hb that was displayed as the reserved image H3b is displayed as the reserved image H2b. Furthermore, if the reserved image H4b is displayed, the sub-CPU 51 controls the effect display device 25 so that the reserved image Hb that was displayed as the reserved image H4b is displayed as the reserved image H3b.

[0112] When the secondary CPU 51 inputs an end command after inputting a variation pattern command corresponding to the first special game, it erases the first read-ahead command stored first among the first read-ahead commands stored in the secondary RWM 53. Similarly, when the secondary CPU 51 inputs an end command after inputting a variation pattern command corresponding to the second special game, it erases the second read-ahead command stored first among the second read-ahead commands stored in the secondary RWM 53. Furthermore, when the secondary CPU 51 inputs the end command, it controls the effect display device 25 so that the running image ZG displayed in the running area ZR is hidden. When the running image ZG is hidden in the effect display device 25, the running image ZG is erased.

[0113] The sub-CPU 51 controls the effect display device 25 so that an effect game is performed. Specifically, when the sub-CPU 51 inputs a symbol command and a variation pattern command, it controls the execution of the effect game. The sub-CPU 51 determines the result of the effect symbol to be finally displayed as a fixed stop in the effect game based on the variation pattern command and the symbol command. When the sub-CPU 51 identifies a jackpot symbol from the input symbol command, it determines the jackpot result based on the effect symbol. When the sub-CPU 51 identifies a losing symbol from the input symbol command, it determines the losing result based on the effect symbol. For example, when the sub-CPU 51 identifies a variation pattern with a miss and reach from the input variation pattern command, it determines a losing result including the reach. On the other hand, when the sub-CPU 51 identifies a variation pattern with a miss and no reach from the input variation pattern command, it determines a losing result not including the reach.

[0114] Furthermore, when the sub-CPU 51 inputs a variation pattern command, it controls the effect display device 25 to variably display the effect symbols. In other words, the sub-CPU 51 starts the effect game. Then, at a predetermined timing, the sub-CPU 51 temporarily stops displaying the result based on the determined effect symbols. Thereafter, the sub-CPU 51, in response to the input of an end command, causes the result based on the effect symbols to be fixed and stopped. Note that the sub-CPU 51 may measure a variation time that can be determined from the variation pattern, regardless of the end command, and cause the result based on the effect symbols to be fixed and stopped when the variation time elapses. In this case, the end command may be omitted. Additionally, if the variation pattern that can be determined from the variation pattern command is a variation pattern that includes a reach effect, the sub-CPU 51 controls the effect display device 25 to execute a reach effect. Furthermore, the sub-CPU 51 temporarily stops displaying the jackpot result based on the effect symbols, and then controls the effect display device 25 to execute an effect that can identify the type of jackpot game to be awarded.

[0115] Here, the gameplay of the gaming machine 10 of this embodiment will be described. After being controlled to a high base state, the gaming machine 10 has a gameplay feature in which a second jackpot lottery is held by placing a gaming ball into the second starting hole 27 in the high base state. Winning a jackpot in the second jackpot lottery triggers a fifth jackpot game, which is determined with a 95% probability, and the high base state thereafter is expected to be repeated. In the gaming machine 10, in order to create a situation in which the fifth jackpot game, which is determined with a 95% probability, and the high base state thereafter can be expected to be repeated, the gaming machine must be controlled to a high base state. However, when the gaming machine is in a low base state, a left-handed shot is made and the game is played by placing a gaming ball into the first starting hole 26 instead of the second starting hole 27, so the first jackpot lottery is held. In the gaming machine 10, if a jackpot is won in the first jackpot lottery, one of the first to third jackpot games is awarded. Of course, if you do not win the jackpot in the first jackpot lottery, you will not be awarded the jackpot game.

[0116] 8(a) to 8(d), in the gaming machine 10, there are multiple developments (routes) in the development of the game after the end of the first special game. As shown in FIG. 8(a), the development of the game after the end of the first special game includes a development in which the first jackpot lottery is not won and no jackpot game is awarded after the end of the first special game (hereinafter, this may be referred to as the first route). As shown in FIG. 8(b), the development of the game after the end of the first special game includes a development in which the first jackpot lottery is won and a first jackpot game is awarded after the end of the first special game, and after the end of the first jackpot game, the game is not controlled to a high base state but is controlled to a low base state (hereinafter, this may be referred to as the second route). As shown in Figure 8(c), the game development after the end of the first special game includes a development in which the first jackpot lottery is won, a second jackpot game is awarded after the end of the first special game, and after the end of the second jackpot game, the game is controlled to a low base state rather than a high base state (hereinafter, this may be referred to as the third route). As shown in Figure 8(d), the game development after the end of the first special game includes a development in which the first jackpot lottery is won, a third jackpot game is awarded after the end of the first special game, and after the end of the third jackpot game, the game is controlled to a high base state up to the end of 100 special games (hereinafter, this may be referred to as the fourth route). Routes 1 to 3 can be said to be developments that control the game to a state where hitting left is recommended. In contrast, Route 4 can be said to be developments that control the game to a state where hitting right is recommended.

[0117] The first route is less advantageous than the second to fourth routes because no jackpot is awarded. The first route continues to be controlled to a low base state without awarding a jackpot, so it is less advantageous than the fourth route, which is controlled to a high base state after the jackpot has ended. Furthermore, the second route is not controlled to a high base state after the jackpot has ended, so it is less advantageous than the fourth route, which is controlled to a high base state after the jackpot has ended. The third route is not controlled to a high base state after the jackpot has ended, so it is less advantageous than the fourth route, which is controlled to a high base state after the jackpot has ended. In other words, the fourth route is more advantageous than the first to third routes.

[0118] Furthermore, the second route awards a first jackpot game with a maximum number of rounds of two, and therefore is less advantageous than the third and fourth routes, which award jackpot games with a larger maximum number of rounds of play. Furthermore, the third route awards a second jackpot game with a maximum number of rounds of six, and therefore is less advantageous than the fourth route, which awards a third jackpot game with a larger maximum number of rounds of play. In other words, the fourth route is more advantageous than the second and third routes in terms of the maximum number of rounds of play. Furthermore, the third route is more advantageous than the second route in terms of the maximum number of rounds of play. Therefore, when comparing the advantages of the first to fourth routes, the advantages are in the following relationship: "first route < second route < third route < fourth route."

[0119] As described above, when a third jackpot game is awarded, only the normal reach effect is executed in the effect game, but the super reach effect is not executed. However, when a first jackpot game is awarded, the effect game may either execute only the normal reach effect or execute the super reach effect. Also, when a second jackpot game is awarded, the effect game may not execute only the normal reach effect, but execute the super reach effect. Incidentally, even if a jackpot is not won, the effect game may either execute only the normal reach effect or execute the super reach effect. In the gaming machine 10 configured in this manner, when the super reach effect is executed, it is no longer possible to expect the fourth route out of the first to fourth routes. Therefore, the gaming machine 10 can effectively increase attention to the normal reach effect, which is supposed to have a lower jackpot expectation than the super reach effect, thereby improving interest.

[0120] Furthermore, in the gaming machine 10, when a third jackpot game is awarded, the special symbol result is displayed as a fixed stop in the presentation game. On the other hand, when a first jackpot game is awarded and when a second jackpot game is awarded, the special symbol result is not displayed as a fixed stop in the presentation game, but the jackpot number symbol result is displayed as a fixed stop. Therefore, the fourth route has a more special feeling than the second and third routes, and can effectively increase interest.

[0121] In this embodiment, the second route corresponds to the first development among the developments of the game after the end of the variable game. In this embodiment, the third route corresponds to the second development, which is more advantageous than the first development, among the developments of the game after the end of the variable game. In this embodiment, the fourth route corresponds to the third development, which is more advantageous than the second development, among the developments of the game after the end of the variable game. Thus, in this embodiment, the developments of the game after the end of the variable game include the first development, the second development, which is more advantageous than the first development, and the third development, which is more advantageous than the second development. Furthermore, in this embodiment, the first route is also one of the developments of the game after the end of the variable game. And the first route can be considered as a fourth development, which is different from any of the first to third developments. Thus, in this embodiment, there are multiple developments of the game after the end of the variable game.

[0122] In addition, in the gaming machine 10, the game development after the end of the second special game can be a development in which the second jackpot lottery is not won and no jackpot game is awarded after the end of the second special game (hereinafter, this may be referred to as the fifth route). Also, the game development after the end of the second special game can be a development in which the second jackpot lottery is won and a fourth jackpot game is awarded after the end of the second special game, and after the fourth jackpot game is finished, the game is controlled to a high base state up to the end of 100 special games (hereinafter, this may be referred to as the sixth route). Also, the game development after the end of the second special game can be a development in which the second jackpot lottery is won and a fifth jackpot game is awarded after the end of the second special game, and after the fifth jackpot game is finished, the game is controlled to a high base state until the next jackpot game is actually awarded (hereinafter, this may be referred to as the seventh route).

[0123] The fifth route is less advantageous than the sixth and seventh routes because no jackpot game is awarded. Furthermore, the sixth route is controlled to a high base state up to the end of 100 special games after the jackpot game ends, so it is less advantageous than the seventh route, which is essentially controlled to a high base state until the next jackpot game is awarded. Therefore, when comparing the advantages of the fifth to seventh routes, the advantage relationship is "fifth route < sixth route < seventh route."

[0124] When playing a game on the gaming machine 10 of this embodiment as described above, it is assumed that the player first hopes that "a third jackpot game will be awarded and the game will be controlled to a high base state." Therefore, when the game is in a low base state, the player will hope for the fourth route among the first to fourth routes. Then, when the game is controlled to a high base state, it is assumed that the player will hope for a jackpot during the period controlled to the high base state, and more specifically, for the fifth jackpot game to be awarded. Therefore, when the game is in a high base state, the player will hope for the seventh route among the fifth to seventh routes.

[0125] The gaming machine 10 can execute a special pre-effect as the first effect. The special pre-effect is an effect that can be executed for a special game whose execution is suspended. Thus, there is a special pre-effect that can be executed for a variable game whose execution is suspended. The special pre-effect is different from the suspension notice effect. The special pre-effect can be executed by the effect lamp EL and the speaker 18. Specifically, in the gaming machine 10, the effect lamp EL lights up and a sound for the special pre-effect (for example, a banging sound) is output from the speaker 18, and the special pre-effect is executed.

[0126] In the gaming machine 10, the special pre-effect can be executed for the first special game whose execution is suspended when the base is low. The special pre-effect is not executed for the second special game whose execution is suspended when the base is low. The special pre-effect is not executed when the base is high.

[0127] The special pre-effect may be executed if the game development after the end of the target special game is the first route. The special pre-effect may be executed if the game development after the end of the target special game is the third route. The special pre-effect may be executed if the game development after the end of the target special game is the fourth route. The special pre-effect is not executed if the game development after the end of the target special game is the second route. Therefore, in the gaming machine 10, when the special pre-effect is executed, the game development after the end of the special game that is the target of the special pre-effect is no longer likely to take the second route, and it is possible to specify that the game will take either the third route or the fourth route among the second to fourth routes.

[0128] The special pre-effect is executed when the execution of the special game that is the target of the special pre-effect is suspended. Therefore, the special pre-effect is executed at a timing before the execution of the special game that is the target of the special pre-effect is started. In this embodiment, the timing when the execution of the special game is suspended corresponds to the first timing. Then, in the gaming machine 10, when the special pre-effect is executed at a timing when the execution of the special game is suspended, the execution of the special pre-effect makes it possible to specify that the development of the game after the end of the special game that is the target of the special pre-effect will be either the third route or the fourth route among the second route to the fourth route.

[0129] Incidentally, the hold preview effect can be executed regardless of which of the first to fourth routes the game will develop after the end of the special game that was the subject of the hold preview effect. Therefore, in the gaming machine 10, when the hold preview effect is executed, it is impossible to determine which of the first to fourth routes the game will develop after the end of the special game that was the subject of the hold preview effect. In other words, in the gaming machine 10, when the hold preview effect is executed, it is impossible to determine which of the second to fourth routes the game will develop after the end of the special game that was the subject of the hold preview effect. Also, as described above, the hold preview effect is executed in response to the suspension of the execution of the special game that was the subject of the hold preview effect. Then, in the gaming machine 10, when the hold preview effect is executed at the timing associated with the suspension of the execution of the special game, it is impossible to determine which of the second to fourth routes the game will develop after the end of the special game that was the subject of the hold preview effect. That is, in this embodiment, even if the third effect is executed at the first timing, the execution of the third effect makes it impossible to specify whether the game will develop into the first, second, or third development after the variable game that was the target of the third effect has ended. Note that the inability to specify which of multiple developments will develop means that it is impossible to definitively specify how the game will develop. For example, the inability to specify which of the second to fourth routes will develop means that it may be the second route, the third route, or the fourth route, and it is impossible to definitively specify how the game will develop.

[0130] In the gaming machine 10, when only the hold notice effect is executed out of the special pre-effect and the hold notice effect, the development of the game after the end of the special game that was the subject of the hold notice effect may be the second route, the third route, or the fourth route. In other words, when only the hold notice effect is executed out of the special pre-effect and the hold notice effect, the development of the game after the end of the special game that was the subject of the hold notice effect may be any of the second route to the fourth route.

[0131] The special pre-effect can be executed for the same special game as the special game that was the target of the hold notice effect. In other words, the hold notice effect can be executed for the same special game as the special game that was the target of the special pre-effect. Therefore, the gaming machine 10 can execute both the special pre-effect and the hold notice effect for the same special game. In other words, in this embodiment, both the first effect and the third effect can be executed for the same variable game.

[0132] However, if a pending notice effect has already been executed for another special game whose execution is on hold, the special pre-effect will not be executed for the newly suspended special game. In other words, when a pending notice effect has already been executed in the gaming machine 10, the execution of the special pre-effect is restricted in association with the suspension of the execution of the special game. In other words, in this embodiment, when the third effect has already been executed, the execution of the first effect at the first timing is restricted.

[0133] The special pre-effect can be customized in the gaming machine 10. In the gaming machine 10, the special pre-effect can be customized by operating at least one of the buttons B1 and B2. That is, the gaming machine 10 is configured so that the first effect can be customized by operating the operating means.

[0134] The gaming machine 10 allows customization of the jackpot expectation of the special pre-effect. Specifically, the gaming machine 10 allows customization of the jackpot expectation of the special pre-effect from among "approximately 25%," "approximately 50%," and "100%." ​​When the jackpot expectation of the special pre-effect is customized to "approximately 25%," when the special pre-effect is executed, the special game targeted by the special pre-effect can be expected to result in a jackpot one in four times. Similarly, when the jackpot expectation of the special pre-effect is customized to "approximately 50%," when the special pre-effect is executed, the special game targeted by the special pre-effect can be expected to result in a jackpot one in two times. Similarly, when the jackpot expectation of the special pre-effect is customized to "100%," when the special pre-effect is executed, the special game targeted by the special pre-effect will result in a jackpot.

[0135] As shown in FIG. 9(a), when the jackpot expectation rate of the special pre-effect is customized to "approximately 25%, " the effect display device 25 displays a first icon AC1. The first icon AC1 includes text information such as "Expectation rate of special pre-effect: approximately 25%." As shown in FIG. 9(b), when the jackpot expectation rate of the special pre-effect is customized to "approximately 50%, " the effect display device 25 displays a second icon AC2. The second icon AC2 includes text information such as "Expectation rate of special pre-effect: approximately 50%." As shown in FIG. 9(c), when the jackpot expectation rate of the special pre-effect is customized to "100%, " the effect display device 25 displays a third icon AC3. The third icon AC3 includes text information such as "Expectation rate of special pre-effect: approximately 99.9%." In this way, even if the jackpot expectation rate of the special pre-effect is customized to "100%," the effect display device 25 displays the third icon AC3 containing the text information "Expectation rate of special pre-effect: approximately 99.9%" rather than "Expectation rate of special pre-effect: 100%." ​​This can reduce the player's distrust even if an irregularity occurs, such as when the special game targeted by the special pre-effect does not result in a jackpot, even though the jackpot expectation rate of the special pre-effect is customized to "100%." ​​The third icon AC3 may be an image containing the text information "Expectation rate of special pre-effect: 100%." ​​In the gaming machine 10, when the special pre-effect is customized, the icon displayed on the effect display device 25 is changed. However, even if the icon displayed on the effect display device 25 is changed, it is impossible to determine which of the first to fourth routes the game will take after the special game ends.

[0136] In the gaming machine 10, when the jackpot expectation rate of the special pre-effect is customized to "approximately 25%," the jackpot expectation rate of the special pre-effect can be customized to "100%" by operating the up button B1 once. On the other hand, in the gaming machine 10, when the jackpot expectation rate of the special pre-effect is customized to "approximately 25%," the jackpot expectation rate of the special pre-effect can be customized to "approximately 50%" by operating the down button B2 once. On the other hand, in the gaming machine 10, when the jackpot expectation rate of the special pre-effect is customized to "approximately 50%," the jackpot expectation rate of the special pre-effect can be customized to "approximately 25%" by operating the up button B1 once. On the other hand, in the gaming machine 10, when the jackpot expectation rate of the special pre-effect is customized to "approximately 50%," the jackpot expectation rate of the special pre-effect can be customized to "100%" by operating the down button B2 once. In addition, in the gaming machine 10, when the jackpot expectation rate of the special advance effect is customized to "100%," by operating the up button B1 once, the jackpot expectation rate of the special advance effect can be customized to "approximately 50%". On the other hand, in the gaming machine 10, when the jackpot expectation rate of the special advance effect is customized to "100%," by operating the down button B2 once, the jackpot expectation rate of the special advance effect can be customized to "approximately 25%".

[0137] In the gaming machine 10, when the jackpot expectation rate of the special pre-effect is customized to "approximately 25%" or "approximately 50%," if a special pre-effect is executed, it is possible to specify that the game will develop along any one of the first route, the third route, and the fourth route after the special game that is the target of the special pre-effect is completed. Furthermore, in the gaming machine 10, when the jackpot expectation rate of the special pre-effect is customized to "100%," it is possible to specify that the game will develop along any one of the third route and the fourth route after the special game that is the target of the special pre-effect is completed. In other words, in the gaming machine 10, when the jackpot expectation rate of the special pre-effect is customized to "approximately 25%" or "approximately 50%," if a special pre-effect is executed, it is possible that the game will develop along the first route after the special game that is the target of the special pre-effect is completed. On the other hand, in the gaming machine 10, when the expected probability of a jackpot for the special pre-effect is customized to "100%," if the special pre-effect is executed, the development of the game after the end of the special game that was the subject of the special pre-effect will not take the first route.

[0138] The gaming machine 10 can execute a special event effect as a second effect. The special event effect is an effect that can be executed for a special game while the special game is being executed. Thus, there is a special event effect that can be executed for a variable game that is being executed. The special event effect can be executed by the effect display device 25.

[0139] As shown in FIG. 10(a), the special pre-effect is executed at a timing associated with the suspension of the execution of the special game. When a special event effect is executed for the special game that is the target of the special pre-effect, the special event effect is executed at a timing during the execution of the special game that is the target of the special pre-effect. In this way, the timing at which the special event effect is executed is a timing later than the timing at which the special pre-effect is executed. In this embodiment, the timing at which the special event effect is executed during the execution of the special game corresponds to the second timing. The timing at which the special event effect is executed is the timing at which the execution of the special event effect starts.

[0140] As shown in FIG. 10(b), there are multiple timings at which the special event effect is executed during the execution of a special game. Specifically, the timing at which the special event effect is executed includes a first timing at which the left symbol is temporarily stopped. The timing at which the special event effect is executed also includes a second timing at which the speed at which the right symbol is variably displayed begins to slow down. The timing at which the special event effect is executed also includes a third timing at which the right symbol is temporarily stopped. The timing at which the special event effect is executed also includes a fourth timing at which the speed at which the middle symbol is variably displayed begins to slow down after a reach state is reached. In the gaming machine 10, when the special event effect is executed, the special event effect is executed at one timing selected from the first to fourth timings. Therefore, the timing at which the special event effect is executed may be the first timing, the second timing, the third timing, or the fourth timing.

[0141] As shown in FIG. 11, there are special event effects of the first effect content and special event effects of the second effect content. When the special event effect of the first effect content is executed, the effect display device 25 displays text information saying, "The game will be decided by a normal reach effect!" The special event effect of the first effect content can be executed when only a normal reach effect is executed. However, the special event effect of the first effect content cannot be executed when a reach effect is not executed. Furthermore, the special event effect of the first effect content cannot be executed when a super reach effect is executed. When the special event effect of the second effect content is executed, the effect display device 25 displays text information saying, "Entering the super reach effect!" The special event effect of the second effect content can be executed when a super reach effect is executed. However, the special event effect of the second effect content cannot be executed when a reach effect is not executed. Furthermore, the special event effect of the second effect content cannot be executed when only a normal reach effect is executed.

[0142] The gaming machine 10 is capable of executing a special effect. A special effect is an effect that can be executed for a special game while that special game is being executed. As such, there is a special effect that can be executed for a variable game that is being executed. A special effect can be executed on the effect display device 25. Specifically, a special effect is executed by displaying a specific character on the effect display device 25. A special effect suggests how the game will develop after the special game ends. For example, if the special game that is the target of a special effect is a special game that is the target of a special pre-effect, the special effect suggests how the game will develop after the special game that is the target of the special pre-effect ends. In other words, the gaming machine 10 is capable of executing a special effect that suggests how the game will develop after the special game that is the target of the special pre-effect ends. In other words, this embodiment is capable of executing a special effect that suggests how the game will develop after the variable game that is the target of the first effect ends.

[0143] Specifically, in the gaming machine 10, when a special effect is executed, there is a higher expectation that the game will develop along the fourth route out of the third and fourth routes after the special game ends, compared to when the special effect is not executed. For example, if the currently executed special game is a special game that is the target of a special pre-effect, there is a higher expectation that the game will develop along the fourth route out of the third and fourth routes after the special game that is the target of the special pre-effect ends, compared to when the special effect is not executed. In other words, in the gaming machine 10, the execution of a special effect suggests a higher expectation that the game will develop along the fourth route.

[0144] 10(a), the special effect can be executed during the execution of the special game, but before the timing when the special effect is executed. Therefore, the special effect is executed by the effect display device 25 at a timing before the timing when the left symbol is temporarily stopped and displayed in the effect game (first timing when the special game is executed) after the execution of the special game starts.

[0145] As described above, the gaming machine 10 can execute a special effect after the execution of the special game is suspended and before the timing at which the special event effect is executed. That is, in this embodiment, the special effect can be executed after the first timing and before the second timing. When the special effect is executed, there is a higher expectation that the game will develop along the fourth route out of the third and fourth routes after the end of the special game, compared to when the special effect is not executed. Therefore, in the gaming machine 10, the execution of a special effect increases the expectation that the game will develop along the fourth route out of the third and fourth routes. That is, in this embodiment, the execution of a special effect increases the expectation that the game will develop along the third route out of the second and third routes.

[0146] Here, the control relating to the execution of special pre-effects, special in-event effects, and specific effects will be explained, along with the control relating to the customization of the jackpot expectation rate for special pre-effects. First, we will explain the control related to customizing the expected jackpot rate for special pre-performances.

[0147] The sub-RWM 53 stores information (hereinafter referred to as customization information) that can specify the jackpot expectancy of the selected special pre-effect. The customization information includes first customization information, second customization information, and third customization information. The first customization information is customization information that can specify that the jackpot expectancy of the special pre-effect is customized to "approximately 25%." The second customization information is customization information that can specify that the jackpot expectancy of the special pre-effect is customized to "approximately 50%." The third customization information is customization information that can specify that the jackpot expectancy of the special pre-effect is customized to "100%."

[0148] The secondary CPU 51 updates the customizing information when it receives an operation signal from either the up button B1 or the down button B2. When the first customizing information is stored, the secondary CPU 51 updates the customizing information to the third customizing information when it receives an operation signal from the up button B1. When the first customizing information is stored, the secondary CPU 51 updates the customizing information to the second customizing information when it receives an operation signal from the down button B2. When the second customizing information is stored, the secondary CPU 51 updates the customizing information to the first customizing information when it receives an operation signal from the up button B1. When the second customizing information is stored, the secondary CPU 51 updates the customizing information to the third customizing information when it receives an operation signal from the down button B2. When the third customizing information is stored, the secondary CPU 51 updates the customizing information to the second customizing information when it receives an operation signal from the up button B1. When the third customizing information is stored, the secondary CPU 51 updates the customizing information to the first customizing information when it receives an operation signal from the down button B2.

[0149] Next, the control related to the execution of the special pre-effect will be described. When the first read-ahead command is input during a low base state, the sub-CPU 51 determines whether a special pre-effect is being executed. When a special pre-effect is being executed, the sub-CPU 51 does not execute a special pre-effect for the first special game corresponding to the input first read-ahead command. Furthermore, when a special pre-effect is not being executed, the sub-CPU 51 determines whether a hold preview effect has already been executed. At this time, the sub-CPU 51 determines whether a hold preview effect for the special game corresponding to a read-ahead command input before the input first read-ahead command has already been executed. If a hold preview effect has already been executed, the sub-CPU 51 does not execute a special pre-effect for the first special game corresponding to the input first read-ahead command.

[0150] On the other hand, when the hold notice effect is not being executed, the sub-CPU 51 determines whether the input first look-ahead command is a look-ahead command classified as look-ahead command SC1. If the input first look-ahead command is a look-ahead command classified as look-ahead command SC1, the sub-CPU 51 does not execute the special pre-effect for the first special game corresponding to the input first look-ahead command. In addition, the sub-CPU 51 determines whether the input first look-ahead command is a look-ahead command classified as look-ahead command SC3. If the input first look-ahead command is a look-ahead command classified as look-ahead command SC3, the sub-CPU 51 does not execute the special pre-effect for the first special game corresponding to the input first look-ahead command. In this way, if the input first look-ahead command is a look-ahead command classified as look-ahead command SC1 or look-ahead command SC3, the sub-CPU 51 does not execute the special pre-effect for the first special game corresponding to the input first look-ahead command.

[0151] If the input first look-ahead command is a look-ahead command classified as one of the look-ahead commands SC2, SC4, or SC5, the sub-CPU 51 determines whether to execute a special pre-effect. In determining whether to execute a special pre-effect, the sub-CPU 51 conducts a lottery to execute the special pre-effect. If the lottery to execute the special pre-effect is won, it is determined that the special pre-effect will be executed. On the other hand, if the lottery to execute the special pre-effect is not won, it is determined that the special pre-effect will not be executed. The winning probability of the lottery to execute the special pre-effect differs depending on the input look-ahead command and the customization information stored in the sub-RWM 53. For example, when the first customization information is stored, the winning probability of the lottery to execute the special pre-effect is determined for each input look-ahead command so that the expected probability of winning the special pre-effect is approximately 25%. Similarly, when the second customization information is stored, the winning probability of the lottery to execute the special pre-effect is determined for each input look-ahead command so that the expected probability of winning the special pre-effect is approximately 50%.

[0152] The winning probability of the lottery to execute the special pre-effect when the third customization information is stored is determined for each input look-ahead command so that the expected jackpot rate for the special pre-effect is 100%. For example, when the input look-ahead command is a look-ahead command classified as look-ahead command SC4 or look-ahead command SC5 and the third customization information is stored, the winning probability of the lottery to execute the special pre-effect is higher than 0% (e.g., 50%). For example, when the input look-ahead command is a look-ahead command classified as look-ahead command SC2 and the third customization information is stored, the winning probability of the lottery to execute the special pre-effect is 0%. Therefore, when the input look-ahead command is a look-ahead command classified as look-ahead command SC2 and the third customization information is stored, the lottery to execute the special pre-effect may not be held, and the special pre-effect for the first special game corresponding to the input first look-ahead command may not be executed.

[0153] When it is determined that a special pre-effect is to be executed, the sub-CPU 51 executes the special pre-effect. Specifically, the sub-CPU 51 lights up the effect lamp EL, outputs a sound for the special pre-effect from the speaker 18, and executes the special pre-effect. After starting the execution of the special pre-effect, the sub-CPU 51 keeps the effect lamp EL on until the execution of the special game that is the target of the special pre-effect is started.

[0154] Next, the control related to the execution of special event effects will be explained. When a variation pattern command is input, the sub-CPU 51 determines whether a variation pattern that can be identified from the input variation pattern command is a variation pattern that is associated with the execution of a reach effect. When a variation pattern that is not associated with the execution of a reach effect can be identified from the input variation pattern command, the sub-CPU 51 does not execute a special event effect.

[0155] When a variation pattern associated with the execution of a reach effect can be identified from the input variation pattern command, the sub-CPU 51 determines whether to execute a special event effect. In determining whether to execute a special event effect, the sub-CPU 51 performs a lottery to execute the special event effect. When the lottery to execute the special event effect is won, it is determined that the special event effect will be executed. On the other hand, when the lottery to execute the special event effect is not won, it is determined that the special event effect will not be executed. The winning probability of the lottery to execute the special event effect may differ depending on the type of variation pattern that can be identified from the input variation pattern command. For example, the winning probability of the lottery to execute the special event effect when a variation pattern associated with a super reach effect can be identified may be higher than the winning probability of the lottery to execute the special event effect when a variation pattern associated with only a normal reach effect can be identified.

[0156] When it is decided to execute the special event effect, the sub-CPU 51 determines the timing to execute the special event effect. At this time, the sub-CPU 51 determines the timing to execute the special event effect from among the first event timing to the fourth event timing. The probability of determining the timing to execute the special event effect may be equal, or may be varied depending on some event. For example, the timing to execute the special event effect may be determined so that the closer it is to the end of the special game among the first event timing to the fourth event timing, the higher the probability of winning.

[0157] Then, after determining the timing for executing the special event performance, the sub-CPU51 controls the performance display device 25 so that the special event performance is executed at the determined timing. Note that, when a variation pattern associated with only a normal reach performance can be identified from the variation pattern command, the sub-CPU51 controls the performance display device 25 so that the special event performance of the first performance content is executed. Also, when a variation pattern associated with a super reach performance can be identified from the variation pattern command, the sub-CPU51 controls the performance display device 25 so that the special event performance of the second performance content is executed.

[0158] Next, the control related to the execution of specific effects will be explained. When a variation pattern designation command is input, the sub-CPU 51 determines whether to execute a specific effect. In determining whether to execute a specific effect, the sub-CPU 51 holds a lottery to execute a specific effect. If the lottery to execute a specific effect is won, it is determined that the specific effect will be executed. On the other hand, if the lottery to execute a specific effect is not won, it is determined that the specific effect will not be executed. The probability of winning the lottery to execute a specific effect differs depending on the type of special pattern that can be specified from the input pattern command. For example, in the gaming machine 10, the probability of winning the lottery to execute a specific effect when the fourth jackpot pattern can be specified is higher than the probability of winning the lottery to execute a specific effect when a jackpot pattern other than the fourth jackpot pattern can be specified.

[0159] When it is determined that a special effect is to be executed, the sub-CPU 51 controls the effect display device 25 so that the special effect is executed at the timing when the execution of the special effect starts. The timing when the execution of the special effect starts is after the execution of the special game has started and before the timing when the special effect is executed during the special game.

[0160] 12(a) to 12(c), an example of a change in the predicted development of the game after the end of the special game that occurs when the execution of the first special game is suspended during a low base state or when various effects are executed during the execution of the first special game will be described. Note that, in Figures 12(a) and 12(b), it is assumed that the jackpot expectation rate of the special pre-effect is customized to "approximately 50%." However, even if the jackpot expectation rate of the special pre-effect is customized to "approximately 25%, the predicted development of the game after the end of the special game will be the same.

[0161] As shown in Figure 12(a), when the expected probability of a jackpot for the special pre-effect is customized to "approximately 50%," if the special pre-effect is not executed due to the execution of the first special game being suspended, all of the first to fourth routes are predicted as the development of the game after the end of the first special game.

[0162] Thereafter, when the reserved first special game is actually being played, if the special event effect of the first effect content is executed, the third route is excluded, and the first, second, and fourth routes are predicted as the development of the game after the end of the first special game. On the other hand, when the reserved first special game is actually being played, if the special event effect of the second effect content is executed, the fourth route is excluded, and the first to third routes are predicted as the development of the game after the end of the first special game. In this way, even if the special pre-event effect is not executed, if the special event effect is executed while the special game is being played, the execution of the special event effect narrows down the developments predicted as the development of the game after the end of the special game.

[0163] 12(b), when the jackpot expectation rate of the special pre-effect is customized to "approximately 50%," if the special pre-effect is executed in conjunction with the suspension of the execution of the first special game, the second route is excluded and the first, third, and fourth routes are predicted as the development of the game after the end of the first special game. In this way, if the special pre-effect is executed in conjunction with the suspension of the execution of the first special game, the second route is excluded and it is possible to specify that the development of the game after the end of the first special game will be either the third or fourth route among the second to fourth routes.

[0164] Thereafter, when the reserved first special game is actually being played, if the special event effect of the first effect content is executed, the game development after the end of the first special game will be predicted as the first route, in addition to the already excluded second route, and the third route will be excluded, and the first and fourth routes will be predicted. As a result, the game development after the end of the special game will be the first route if there is a loss, and the fourth route if there is a jackpot. On the other hand, when the reserved first special game is actually being played, if the special event effect of the second effect content is executed, the game development after the end of the first special game will be predicted as the first route, in addition to the already excluded second route, and the fourth route will be excluded, and the first and third routes will be predicted. As a result, the game development after the end of the special game will be the first route if there is a loss, and the third route if there is a jackpot.

[0165] 12(c), when the jackpot expectation rate of the special pre-effect is customized to "100%," if the special pre-effect is executed in conjunction with the suspension of the execution of the first special game, the first and second routes are excluded, and the third and fourth routes are predicted as the development of the game after the end of the first special game. In this way, if the special pre-effect is executed in conjunction with the suspension of the execution of the first special game, the second route is excluded, and it is possible to specify that the development of the game after the end of the first special game will be either the third or fourth route among the second to fourth routes.

[0166] Thereafter, when the suspended first special game is actually being played, if the special event effect of the first effect content is executed, the game development after the end of the first special game will be predicted to be the fourth route, in addition to the first and second routes that have already been excluded, and the third route will be excluded. As a result, it can be determined that the game development after the end of the special game will be the fourth route. On the other hand, when the suspended first special game is actually being played, if the special event effect of the second effect content is executed, the game development after the end of the first special game will be predicted to be the third route, in addition to the first and second routes that have already been excluded, and the fourth route will be excluded. As a result, it can be determined that the game development after the end of the special game will be the third route.

[0167] As described above, when a special pre-effect is executed at a timing when the execution of a special game is suspended, the execution of the special pre-effect makes it possible to determine whether the game will develop along the third route or the fourth route among the second to fourth routes after the special game that was the subject of the special pre-effect is completed. That is, when the first effect is executed at a first timing, the execution of the first effect makes it possible to determine whether the game will develop along the second route or the third route among the first, second, and third developments after the variable game that was the subject of the first effect is completed. Then, after the special pre-effect is executed at a timing when the execution of the special game is suspended, a special in-game effect is executed during the execution of the special game, making it possible to determine whether the game will develop along the third route or the fourth route after the special game that was the subject of the special pre-effect is completed. That is, after the first effect is executed at a first timing, the execution of the second effect at a second timing makes it possible to determine whether the game will develop along the second route or the third route after the variable game that was the subject of the first effect is completed.

[0168] In any of the examples shown in Figures 12(a) to 12(c), even if a hold preview effect for the first special game is executed in response to the execution of the first special game being put on hold, the execution of the hold preview effect makes it impossible to determine how the game will unfold after the end of the first special game that was the subject of the hold preview effect.

[0169] 12(a) to 12(c), if a specific effect is executed during the execution of the first special game and before the special event effect is executed, the execution of the specific effect increases the expectation that the game will develop along the fourth route after the special game ends. However, if a special event effect of the second effect content is executed after the specific effect is executed, the game will not develop along the fourth route after the special game ends.

[0170] 12(a) to 12(c), the timing at which the special event effect is executed may be the first event timing, the second event timing, the third event timing, or the fourth event timing. Therefore, after the special pre-event effect is executed in conjunction with the suspension of the execution of the special game, the timing at which the special event effect is executed may be any specific timing from the first event timing to the fourth event timing, or any specific timing from the first event timing to the fourth event timing that is different from the specific timing. In other words, after the first effect is executed at the first timing, the timing that becomes the second timing may be a specific timing or a non-specific timing that is different from the specific timing.

[0171] The effects of this embodiment will be described below. (1) When a special pre-event effect is executed at the first timing when the execution of a special game is suspended, it is possible to determine whether the game will develop along either the third or fourth route, which is more advantageous than the second route, among the second to fourth routes, after the special game that was the subject of the special pre-event effect is completed. Then, when a special inter-event effect is executed at the second timing, it is possible to determine whether the game will develop along either the third or fourth route, after the special game that was the subject of the special pre-event effect is completed. In this way, the game development is gradually narrowed down to the second to fourth routes, which have different advantageous degrees, starting from the first timing. Furthermore, the execution of the special pre-event effect narrows down the development to the third and fourth routes, and the player is then drawn to whether the special inter-event effect will be executed, thereby enhancing the player's interest. The player can then enjoy the executed effects and the changes in the game development that can be predicted based on the executed effects, thereby enhancing the player's interest.

[0172] (2) On the other hand, even if a hold notice effect is executed at the first timing, the execution of the hold notice effect can provide entertainment, but it is impossible to specify which of the second to fourth routes it will take. However, since both the special pre-effect and the hold notice effect can be executed for the same special game, for example, when the hold notice effect is executed, attention can be drawn to the fact that the special pre-effect will also be executed, thereby increasing interest. Furthermore, since both the special pre-effect and the hold notice effect can be executed for the same special game, for example, the execution of the hold notice effect does not prevent the special pre-effect from being executed, so it is possible to suppress discomfort caused by the execution of the hold notice effect.

[0173] (3) For example, if a special pre-effect is executed in a situation where it is possible to identify which of the second, third, or fourth routes will be selected, the significance of executing the special game that is the target of the pending notice effect is weakened. However, by restricting the execution of the special pre-effect when the pending notice effect has already been executed, it is possible to make it easier to enjoy the special game that is the target of the pending notice effect that has already been executed.

[0174] (4) A special effect can be executed after the first timing and before the second timing, which increases the expectation that the route will become the fourth route. Therefore, during the period from when the special pre-event effect is executed to when the special event effect is executed, attention can be drawn to whether the special effect will be executed, thereby increasing interest.

[0175] (5) After the special pre-performance is performed, the timing at which the special inter-performance is performed may be the first inter-performance timing, the second inter-performance timing, the third inter-performance timing, or the fourth inter-performance timing. This allows the viewer to pay attention to when the special inter-performance will be performed after the special pre-performance is performed, thereby increasing interest.

[0176] (6) When the jackpot expectation rate of the special pre-effect is customized to "approximately 25%" or "approximately 50%," when the special pre-effect is executed, it is possible to specify that the development after the end of the special game that is the target of the special pre-effect will be one of the first, third, or fourth routes among the first to fourth routes. In contrast, when the jackpot expectation rate of the special pre-effect is customized to "100%," it is possible to specify that the development after the end of the special game that is the target of the special pre-effect will be one of the third or fourth routes among the first to fourth routes. In this way, depending on how the jackpot expectation rate of the special pre-effect is customized, the development of the game after the end of the special game that is the target of the special pre-effect, which is predicted by the execution of the special pre-effect, differs. In this way, the development of the game after the end of the special game that is the target of the special pre-effect, which is predicted by the execution of the special pre-effect, can be customized, thereby enhancing the player's interest in the game.

[0177] (7) When the third jackpot game is awarded, only the normal reach effect is executed, and the super reach effect is not executed. Therefore, it is possible to effectively increase the attention to the normal reach effect, which is supposed to have a lower jackpot expectation than the super reach effect, and to improve the interest.

[0178] (8) When the third jackpot game is awarded, the special symbol result is displayed as a fixed stop in the presentation game. On the other hand, when the first jackpot game is awarded and when the second jackpot game is awarded, the special symbol result is not displayed as a fixed stop in the presentation game, but the jackpot number symbol result is displayed as a fixed stop. Therefore, the fourth route has a more special feeling than the second and third routes, and can effectively increase interest.

[0179] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. Even when a third jackpot game is awarded, a super reach effect may be executed. In other words, even when a super reach effect is executed, it may be possible to expect that a third jackpot game will be awarded. Also, even when a second jackpot game is awarded, only a normal reach effect may be executed. In other words, even when only a normal reach effect is executed, a second jackpot game may be awarded. Also, when some or all of the first, fourth, and fifth jackpot games are awarded, only the normal reach effect may be executed, but the super reach effect may not be executed. Also, when some or all of the first, fourth, and fifth jackpot games are awarded, the super reach effect may be executed, but only the normal reach effect may not be executed. For example, when the first jackpot game is awarded and when the second jackpot game is awarded, only the normal reach effect is executed, whereas when the third jackpot game is awarded, either only the normal reach effect is executed or the super reach effect is executed.

[0180] When a third jackpot game is awarded, the jackpot number symbol result may be displayed as a fixed stop in the presentation game. Also, when a first jackpot game is awarded, the special symbol result may be displayed as a fixed stop in the presentation game. Similarly, when a second jackpot game is awarded, the special symbol result may be displayed as a fixed stop in the presentation game. For example, when a first jackpot game is awarded and when a second jackpot game is awarded, the special symbol result may be displayed as a fixed stop in the presentation game, while when a third jackpot game is awarded, the jackpot number symbol result may be displayed as a fixed stop in the presentation game. In this case, even if the second or third route is chosen instead of the fourth route, the special feeling of the special symbol result being displayed as a fixed stop instead of the jackpot number symbol result can reduce disappointment over not choosing the fourth route and increase interest.

[0181] After the execution of the hold preview effect has started, the type of preview mode may change during the period until the special game corresponding to the hold preview effect ends. For example, the type of preview mode of the hold images Ha and Hb displayed in the preview mode may change. For example, the type of preview mode of the running image ZG displayed in the preview mode may change. Furthermore, the timing at which the hold preview effect is executed (the timing at which the execution of the hold preview effect starts) does not have to be the timing associated with the execution of the special game being put on hold.

[0182] The hold preview effect may be able to specify the development that will occur after the special game that was the subject of the hold preview effect ends. For example, when the hold preview effect is executed, it may be possible to specify that the development after the special game that was the subject of the hold preview effect will be either the third or fourth route among the second to fourth routes, depending on the type of preview mode of the reserved image. For example, when the hold preview effect is executed, the type of preview mode of the reserved image may determine the expected development of each development (the probability of each development occurring) regarding the type of development that will occur after the special game that was the subject of the hold preview effect ends. In addition, when the hold preview effect is executed, the type of preview mode of the reserved image may determine the probability of determining the timing of the special event effect. In this case, when the hold preview effect is executed, the expected timing of the special event effect can be varied depending on the type of preview mode of the reserved image. Here, the timing of the special event effect is exemplified, but the expected timing of the specific effect may also be varied depending on the type of preview mode of the reserved image.

[0183] The manner in which the reserved images Ha and Hb are displayed in a low base state (e.g., display area, display position, size) may be different from the manner in which the reserved images Ha and Hb are displayed in a high base state. For example, in a low base state, the reserved image Ha corresponding to the first special game may be displayed larger than the reserved image Hb corresponding to the second special game compared to a high base state. On the other hand, in a high base state, the reserved image Hb corresponding to the second special game may be displayed larger than the reserved image Ha corresponding to the first special game compared to a low base state.

[0184] The preview mode of the reserved images Ha and Hb may include a preview mode (hereinafter referred to as a special preview mode) that can be displayed only when the target special game results in a jackpot. The special preview mode may be, for example, a preview mode based on the seven colors of a rainbow, or a preview mode based on an animal pattern such as a tiger or giraffe. Furthermore, when the execution probability of a confirmation effect is customized, the special preview mode may be more likely to be determined as the preview mode compared to when the execution probability of a confirmation effect is not customized. In this way, among the reserve preview effects, a reserve preview effect in which a reserved image Ha or Hb in a special preview mode is displayed can also be considered a confirmation effect. When a reserve preview effect in which a reserved image Ha or Hb in such a special preview mode is displayed is executed, a miss will not occur, making it possible to narrow down the developments after the special game ends to a certain extent. In other words, the execution of the reserve preview effect may make it possible to identify the developments of the game after the end of the special game that was the target of the reserve preview effect.

[0185] The gaming machine 10 may be customizable as to whether or not to execute a hold preview effect. For example, the gaming machine 10 may be customizable so that the hold preview effect is not executed by operating buttons B1 and B2. The gaming machine 10 may also be customizable as to whether or not a preview mode with a high probability of winning a jackpot is likely to be selected as the preview mode of the hold preview effect. For example, the gaming machine 10 may be customizable so that the preview mode with a high probability of winning a jackpot is likely to be selected as the preview mode of the hold preview effect by operating buttons B1 and B2.

[0186] The gaming machine 10 may not be able to customize the special pre-effect. In the above embodiment, the jackpot expectation of the special pre-effect can be customized from among "approximately 25%, " "approximately 50%, and "100%." ​​However, some or all of these three options may be changed. For example, in the above embodiment, the jackpot expectation of the special pre-effect may be customized from among "approximately 75%" and "100%." ​​The gaming machine 10 may also be able to customize whether or not to execute a special pre-effect. For example, the gaming machine 10 may be able to be customized so that the special pre-effect is not executed by operating buttons B1 and B2. In other words, the player may be able to select whether or not to execute a special pre-effect.

[0187] Even when a pending notice effect has already been executed for another special game whose execution is on hold, a special pre-effect may be executed for the newly suspended special game. In other words, even when a pending notice effect has already been executed, the execution of a special pre-effect associated with the suspension of the execution of a special game may be permitted.

[0188] Of the hold notice effects and the special pre-effect effects, only one of them may be executed for one special game. For example, only one of the hold notice effects and the special pre-effect effects may be executed for the same special game. In this case, the execution of the special pre-effect may be prioritized between the hold notice effects and the special pre-effect effects, or the execution of the hold notice effects may be prioritized between the hold notice effects and the special pre-effect effects. As described above, it may be impossible to execute both the hold notice effects and the special pre-effect effects for the same special game.

[0189] A period in which the execution of either the special pre-effect or the hold notice effect is restricted, and a period in which the execution of either the special pre-effect or the hold notice effect is permitted may be created. For example, when a special game is being played and a reach effect is being executed, the execution of the special pre-effect may be restricted, while the execution of the hold notice effect is permitted. On the other hand, when a special game is being played and a reach effect is not being executed, the execution of the special pre-effect and the execution of the hold notice effect may be permitted.

[0190] The execution of the special pre-effect may be restricted for a predetermined period of time after the customization of the special pre-effect is changed. When the execution of the special pre-effect is restricted, a display effect that indicates that the execution of the special pre-effect is restricted may be displayed on the effect display device 25. The predetermined period may be a period until a predetermined time has elapsed, or a period until a predetermined event (for example, the start of execution of a new special game) occurs.

[0191] The specific effect may be executable only if the game development after the special game ends will take the fourth route. In such a case, the execution of the specific effect can identify that the game will take the fourth route, thereby maximizing expectations that the game will take the fourth route. Even if the specific effect can be executed only if the game development after the special game ends will take the fourth route, the specific effect can be considered to be an effect that suggests the game development after the special game ends. The presentation style of the specific effect may be changed. Furthermore, the specific effect need not be executed. Furthermore, the specific effect may be executable only if the game development after the special game ends will take the third route. In such a case, the execution of the specific effect can identify that the game will take the third route. In this way, the specific effect may be an effect that can suggest either the second development or the third development.

[0192] Effects in which at least one of the selection rate of various effects and the execution probability of the effects varies based on the game development after the special game ends (for example, the jackpot symbol, the variation pattern, etc.), can be considered to increase the expectation of a specific development among multiple developments when the effect is executed. Such effects can be considered to be effects that can suggest the development of the game. The effects in this modified example may be effects that can be executed during the execution of the special game that is the target of the effect, or effects that can be executed when the execution of the special game that is the target of the effect is on hold.

[0193] The effect corresponding to the first effect is not limited to the special pre-event effect. The effect type of the special pre-event effect may be changed. The first effect may be a different effect from the special pre-event effect. Similarly, the effect corresponding to the second effect is not limited to the special event effect. The effect type of the special event effect may be changed. The second effect may be a different effect from the special event effect. The effect corresponding to the third effect is not limited to the hold notice effect. The effect type of the hold notice effect may be changed. The third effect may be a different effect from the hold notice effect. For example, the third effect may be a jackpot notice effect, or may be a effect unrelated to a jackpot notice effect. For example, the third effect may be a jackpot notice effect that suggests the expected jackpot probability of the special game currently being played, or may be an effect whose execution probability does not change depending on whether a jackpot has been won.

[0194] The development of the game after the end of the special game is not limited to the first to sixth routes. The development of the game after the end of the special game may be changed as appropriate depending on the specifications of the pachinko gaming machine. The development that becomes the first development among the developments of the game after the end of the special game may be changed. Furthermore, the number of developments that becomes the first development among the developments of the game after the end of the special game is not limited to one. Similarly, the development that becomes the second development among the developments of the game after the end of the special game may be changed. Furthermore, the number of developments that becomes the second development among the developments of the game after the end of the special game is not limited to one. Furthermore, the development that becomes the third development among the developments of the game after the end of the special game may be changed. Furthermore, the number of developments that becomes the third development among the developments of the game after the end of the special game is not limited to one. For example, the first route among the first to fourth routes may be the first development, the second and third routes among the first to fourth routes may be the second development, and the fourth route among the first to fourth routes may be the third development. For example, the development of the game after the end of the special game may be the first route, the third route, or the fourth route among the first route to the sixth route. For example, the first route may be the first development, the third route may be the second development, and the fourth route may be the third development. Here, the first route to the sixth route are exemplified as the development of the game after the end of the special game, but as mentioned above, the development of the game after the end of the special game varies depending on the specifications of the pachinko gaming machine. And, the development corresponding to each development may be changed as appropriate depending on the specifications of the pachinko gaming machine. It is preferable that there are multiple ways in which the game can develop after the end of the special game.

[0195] The development of the game after the end of the first special game may be the same in part or in whole as the development of the game after the end of the second special game, or may be completely different. The development of the game after the end of the first special game in a low base state may be the same in part or in whole as the development of the game after the end of the first special game in a high base state, or may be completely different. The development of the game after the end of the second special game in a low base state may be the same in part or in whole as the development of the game after the end of the second special game in a high base state, or may be completely different.

[0196] The timing at which the special pre-effect is executed does not have to coincide with the suspension of the special game. In other words, the timing of the first timing may be changed. For example, the special pre-effect may be executed during the period from when the execution of the special game that is the target of the special pre-effect is suspended until the execution of the special game that is the target of the special pre-effect is started. Alternatively, the special pre-effect may be executed after the execution of the special game that is the target of the special pre-effect is started. For example, the special pre-effect may be executed at a timing determined by internal lottery or at a predetermined timing during the period from when the execution of the special game that is the target of the special pre-effect is suspended until the predetermined timing during the special game that is the target of the special pre-effect. Here, the "predetermined timing during the special game that is the target of the special pre-effect" may be the same as the timing that is the second timing, or may be a timing earlier than the second timing.

[0197] The timing at which the special event effect is executed may be some of the first to fourth event timings in the above embodiment, or may be a timing different from any of the first to fourth event timings. For example, the timing at which the special event effect is executed may be one predetermined type of timing. In other words, the timing that becomes the second timing may be changed. There may be one or more timings that can become the second timing. For example, the special event effect may be executable at a timing after the display mode of the effect pattern has become a reach mode. For example, the special event effect may be executable when the effect patterns of all columns are displayed in a variable manner.

[0198] The timing at which the special event effect is executed when a special game is being played may be determined by determining a variation pattern. In this case, depending on the type of variation pattern determined, it is possible to create a case where the special event effect is executed when a first hour has elapsed since the start of the special game, or when a second hour has elapsed since the start of the special game. In other words, even in the above case, after the special pre-event effect is executed, the special event effect may be executed at a specific timing, or at a non-specific timing different from the specific timing.

[0199] The timing at which the specific effect can be executed does not have to be during the execution of the special game. For example, the timing at which the specific effect can be executed may be before the execution of the special pre-effect, or when the execution of the special game that is the target of the special pre-effect is on hold. For example, the timing at which the specific effect can be executed may be the same as the execution of the special event effect, or may be the timing after the special event effect is executed. In this way, the timing at which the specific effect can be executed is not limited to a timing after the first timing and before the second timing.

[0200] The gaming machine 10 may be capable of adjusting the volume of at least some of the sounds output from the speaker 18. That is, the gaming machine 10 may have a volume adjustment function. When the volume is adjusted, the effect display device 25 may execute a display effect (e.g., an effect displaying a volume meter) that can identify the current volume level. When the volume is adjusted during the execution of a special game, the volume of the sounds output during the execution of the special game may be adjusted. Furthermore, the gaming machine 10 may be capable of adjusting the brightness (also referred to as the amount of light) of at least one of the decorative lamp 17 and the effect lamp EL. That is, the gaming machine 10 may have a brightness adjustment function. When the brightness is adjusted, the effect display device 25 may execute a display effect (e.g., an effect displaying a brightness meter) that can identify the current brightness level. When the brightness is adjusted during the execution of a special game, the brightness of at least one of the decorative lamp 17 and the effect lamp EL may be adjusted from the execution of the special game. Incidentally, even if a display effect that can identify the current volume level is executed, it is impossible to identify which of the first to fourth routes the game will take after the special game has ended. Similarly, even if a display effect that can identify the current brightness level is executed, it is impossible to identify which of the first to fourth routes the game will take after the special game has ended.

[0201] The gaming machine 10 may be capable of executing an effect that can be executed only when a jackpot is won or when a jackpot is won (hereinafter referred to as a jackpot confirmation effect). The jackpot confirmation effect may be executed during the period from when the execution of the special game that was the subject of the jackpot confirmation effect is suspended until the execution of the special game begins. The jackpot confirmation effect may be executed during the execution of the special game that was the subject of the jackpot confirmation effect. For example, when a jackpot confirmation effect is executed, it may be possible to specify that the development of the game after the end of the special game that was the subject of the jackpot confirmation effect will be one of the second route to the fourth route, excluding the first route among the first route to the fourth route. In this way, by executing the jackpot confirmation effect, it may be possible to specify that the development of the game after the end of the special game that was the subject of the jackpot confirmation effect will be one of the second route to the fourth route among the first route to the fourth route. The jackpot confirmation effect may be executed before the second timing at which the special event effect is executed, or may be executed at the same time as the second timing at which the special event effect is executed or after the second timing. The jackpot confirmation effect may be executed in a manner that makes it possible to definitely recognize that a jackpot has been achieved, that is, that a jackpot game has been awarded, such as by displaying text information such as "Jackpot!"

[0202] In a presentation game, after the jackpot result based on the presentation symbol is temporarily displayed, an effect (so-called re-lottery effect) may be implemented in which the type of jackpot result based on the temporarily displayed presentation symbol can be upgraded. For example, after the jackpot number symbol result is temporarily displayed, a re-lottery effect may be implemented, and as a result of the re-lottery effect, an effect in which the jackpot result based on the presentation symbol is upgraded to a special pattern result may be implemented. Of course, after the jackpot number symbol result is temporarily displayed, a re-lottery effect may be implemented, and as a result of the re-lottery effect, an effect in which the jackpot result based on the presentation symbol is not upgraded to a special pattern result may be implemented. By implementing the re-lottery effect, the player can determine the subsequent developments, such as the type of jackpot game that will be awarded.

[0203] It may be configured to specify that a specific type of jackpot will be awarded when a reach is formed by a display pattern that resembles a specific number (in the following example, a display pattern that resembles a [7]) among multiple display patterns that resemble numbers, and when predetermined conditions are met. For example, when a reach is formed by a display pattern that resembles a [7] and a super reach effect is executed, it may be specified that the third jackpot will be awarded among the first to third jackpots. In this configuration, it is possible to specify that the development of the game after the special game will be the fourth route when a reach is formed by a display pattern that resembles a [7] and a super reach effect is executed, and the game may be configured to result in a loss, for example, even when a reach is formed by a display pattern that resembles a [7] and a super reach effect is executed. However, it may be specified that the third jackpot will be awarded if a jackpot is awarded when a reach is formed by a display pattern that resembles a [7] and a super reach effect is executed. In the above case, when a reach is formed by a performance symbol imitating [7] during the execution of a special game that is the target of the special pre-effect, and a super reach effect is executed, it becomes possible to identify that the fourth route will be selected from the third and fourth routes. At this time, the series of effects in which a reach is formed by a performance symbol imitating [7] and a super reach effect is executed can be considered as the second effect. Additionally, it may be configured to specify that a specific type of jackpot game will be awarded when a reach is formed by a performance symbol imitating a specific number among performance symbols imitating multiple numbers. In other words, it may be configured to specify that a specific type of jackpot game will be awarded when a reach is formed by a performance symbol imitating a specific number, regardless of whether a predetermined condition is met.

[0204] Furthermore, when a reach is formed by a performance symbol that resembles a number other than a specific number (for example, a performance symbol that resembles "5") and a predetermined condition is met, it may be possible to specify that a specific type of jackpot game will be awarded if a jackpot is won, even though the win may be lost. In this way, when a reach is formed by a performance symbol that resembles a number other than a specific number (for example, a non-specific number symbol) and a predetermined condition is met, it may be possible to narrow down the development of the game after the special game ends, provided that a jackpot is awarded. Furthermore, when a reach is formed by a performance symbol that resembles a number other than a specific number (for example, a performance symbol that resembles "1") and a predetermined condition is met, and then a special condition is met, it may be possible to specify that a specific type of jackpot game will be awarded. The special condition here may be met, for example, by the execution of a reach effect (special reach effect) that can further develop from a super reach effect. In this way, when a reach is formed by an effect pattern that resembles a number different from a specific number (for example, a non-specific number pattern), and when a predetermined condition is met and further when a special condition is met, it may be possible to narrow down the development of the game after the special game ends. As described above, it may be possible to narrow down the development of the game after the special game ends depending on the events that occur in the effect game, that is, to specify the development of the game after the special game ends.

[0205] The gaming machine 10 may be capable of executing a presentation mode. It is preferable that there are multiple presentation modes. It is preferable that the gaming machine 10 be controlled to one of the multiple presentation modes. A presentation mode is also called a presentation state. In each presentation mode, mode identification information that identifies the currently selected presentation mode (the currently controlled presentation mode) is displayed. For example, the gaming machine 10 displays a different background image for each presentation mode on the presentation display device 25 to indicate the mode identification information. For example, the gaming machine 10 illuminates the decorative lamp 17 with a different color for each presentation mode to indicate the mode identification information. For example, the gaming machine 10 outputs a different background sound from the speaker 18 for each presentation mode to indicate the mode identification information. For example, the gaming machine 10 may control different presentation modes when controlled in a low base state and when controlled in a high base state. In addition, even in a low base state, the presentation mode may be controlled to either the presentation mode that is controlled immediately after the end of a jackpot game or a presentation mode different from the presentation mode. Furthermore, even if the game state that is controlled after the end of a jackpot game is the same, the type of presentation mode that is controlled after the end of a jackpot game may be different depending on the type of jackpot.

[0206] For example, if a jackpot game is not awarded, the jackpot game may not be awarded after the special game ends, and the machine may be controlled to the first presentation mode. For example, if a first jackpot game is awarded, the machine may be controlled to the low base state and controlled to the second presentation mode after the first jackpot game is awarded after the special game ends, and the machine may be controlled to the low base state and controlled to the third presentation mode after the second jackpot game is awarded after the special game ends. For example, if a third jackpot game is awarded, the machine may be controlled to the high base state and controlled to the fourth presentation mode after the third jackpot game is awarded after the special game ends. When configured in this way, the control to the first presentation mode without awarding a jackpot game after the special game ends can be considered as one of the developments in the game after the variable game ends. Furthermore, being controlled to a low base state and then to the second presentation mode after the first jackpot game is awarded after the special game ends can be considered one of the developments of the game after the variable game ends. Similarly, being controlled to a low base state and then to the third presentation mode after the second jackpot game is awarded after the special game ends can be considered one of the developments of the game after the variable game ends. Furthermore, being controlled to a high base state and then to the fourth presentation mode after the third jackpot game is awarded after the special game ends can be considered one of the developments of the game after the variable game ends. In this case, the development in which the third jackpot game is awarded after the special game ends and then to the high base state and then to the fourth presentation mode can be said to be more advantageous than the development in which the first presentation mode is not awarded after the special game ends. A development in which the third jackpot game is awarded after the special game ends, followed by control to a high base state and control to the fourth presentation mode, can be said to be more advantageous than a development in which the first jackpot game is awarded after the special game ends, followed by control to a low base state and control to the second presentation mode.A development in which the system is controlled to a high base state and the fourth presentation mode after a third jackpot game is awarded after the special game has ended is more advantageous than a development in which the system is controlled to a low base state and the third presentation mode after a second jackpot game is awarded after the special game has ended. Also, a development in which the system is controlled to a low base state and the third presentation mode after a second jackpot game is awarded after the special game has ended is more advantageous than a development in which the system is controlled to the first presentation mode without a jackpot game being awarded after the special game has ended. A development in which the system is controlled to a low base state and the third presentation mode after a second jackpot game is awarded after the special game has ended is more advantageous than a development in which the system is controlled to a low base state and the second presentation mode after a first jackpot game is awarded after the special game has ended. A development in which the system is controlled to a low base state and the second presentation mode after a first jackpot game is awarded after the special game has ended is more advantageous than a development in which the system is controlled to the first presentation mode without a jackpot game being awarded after the special game has ended. As described above, the type of presentation mode to be controlled after the special game ends can also be considered as one of the developments of the game after the special game ends.

[0207] Furthermore, even when the same effect is executed, the development of the game after the end of the special game may be identifiable in some cases depending on the type of currently active effect mode, while the development of the game after the end of the special game may be unidentifiable in other cases. For example, when a special pre-effect is executed in the first effect mode, it may be possible to specify that the development of the game after the end of the special game that was the subject of the special pre-effect will be either the third route or the fourth route among the second to fourth routes. In contrast, when a special pre-effect is executed in the second effect mode, it may be possible to specify that the development of the game after the end of the special game that was the subject of the special pre-effect will be either the second route or the fourth route. Furthermore, even when the same effect is executed, the development that can be specified as the development of the game after the end of the special game may differ depending on the type of currently active effect mode. For example, when a special pre-effect is executed in the first effect mode, it may be possible to specify that the development of the game after the end of the special game that was the subject of the special pre-effect will be either the third route or the fourth route among the second to fourth routes. On the other hand, for example, when a special pre-effect is executed in the second effect mode, it may be possible to specify that the development of the game after the special game that was the subject of the special pre-effect will be the fourth route among the second to fourth routes. In the case of the above configuration, even when the same effect is executed, attention can be drawn to the type of effect mode being used, thereby increasing interest.

[0208] The system may be configured so that an effect that was being executed is stopped by operating an operable control unit. For example, if an operation unit is operated while a predetermined effect is being executed, the predetermined effect may not be executed after the operation. The predetermined effect may be any of a hold notice effect, a special pre-event effect, a special in-game effect, and a specific effect. For example, if an operation unit is operated while a special pre-event effect is being executed, the special pre-event effect may be stopped and the execution of the special pre-event effect may not be resumed. In this configuration, even if the execution of a special pre-event effect makes it possible to determine the outcome after the end of the special game that was the subject of the special pre-event effect, the operation of the operation unit makes it impossible to determine the outcome after the end of the special game that was the subject of the special pre-event effect. Therefore, for example, even if the execution of a special pre-event effect makes it possible to determine the outcome after the end of the special game that was the subject of the special pre-event effect, a player who does not want others to know about it can operate the operation unit to make the outcome after the end of the special game that was the subject of the special pre-event effect impossible to determine. Note that the operation unit referred to here may be one or both of buttons B1 and B2 in the above embodiment, or may be an operation means other than buttons B1 and B2.

[0209] In the above embodiment, the degree of advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the second starting hole 27 and the degree of advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the first starting hole 26 may be changed. For example, the probability of various jackpot symbols being determined in a jackpot lottery triggered by a ball entering the second starting hole 27 may be changed. Similarly, the probability of various jackpot symbols being determined in a jackpot lottery triggered by a ball entering the first starting hole 26 may be changed. Some or all of the types of jackpots that can be determined in a jackpot lottery triggered by a ball entering the second starting hole 27 may be the same as the types of jackpots that can be determined in a jackpot lottery triggered by a ball entering the first starting hole 26. In addition, the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering second starting hole 27 may be the same as the degree of advantage when winning a jackpot in a jackpot lottery triggered by a ball entering first starting hole 26. As described above, the "proportion for determining various jackpot symbols" and the "type of jackpot symbols that can be determined" may be changed when a jackpot is won in a jackpot lottery triggered by a ball entering first starting hole 26. Similarly, the "proportion for determining various jackpot symbols" and the "type of jackpot symbols that can be determined" may be changed when a jackpot is won in a jackpot lottery triggered by a ball entering second starting hole 27.

[0210] Even if a jackpot is not won, the machine may be controlled to a high base state based on the number of times a special game is executed. For example, the above embodiment may be applied to a gaming machine that is controlled to a low-probability high base state when a predetermined number of special games are executed while in a non-probability variable state. In such a gaming machine that can be controlled to a high base state based on the number of times a special game is executed, being controlled to a high base state after the end of a special game based on the number of times a special game is executed can be considered one of the developments of the game after the end of the special game. Similarly, in a gaming machine that can be controlled to a high base state based on the number of times a special game is executed, not being controlled to a high base state after the end of a special game based on the number of times a special game is executed can be considered one of the developments of the game after the end of the special game. A development in which the machine is controlled to a high base state after the end of a special game based on the number of times a special game is executed can be considered advantageous compared to a development in which the machine is not controlled to a high base state after the end of a special game based on the number of times a special game is executed.

[0211] The special symbols that can be displayed as a fixed stop when a jackpot is not won may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a time-saving symbol). Furthermore, if a time-saving symbol is displayed as a fixed stop during a special game when the machine is in a low base state, the fixed stop display of the time-saving symbol may trigger control to a high base state. In a gaming machine that can display such a time-saving symbol, the fact that the time-saving symbol is displayed as a fixed stop and the machine is controlled to a high base state after the end of the special game can be considered one of the developments in the game after the end of the special game. Similarly, in a gaming machine that can display a time-saving symbol as a fixed stop and the machine is not controlled to a high base state after the end of the special game can be considered one of the developments in the game after the end of the special game. A development in which the time-saving symbol is displayed as a fixed stop and the machine is controlled to a high base state after the end of the special game can be considered advantageous compared to a development in which the time-saving symbol is not displayed as a fixed stop and the machine is not controlled to a high base state after the end of the special game.

[0212] The gaming machine 10 may be controllable into a low probability state and a high probability state as gaming states with different jackpot probabilities. The high probability state is a gaming state in which the jackpot probability is higher than that of the low probability state. The high probability state is a so-called "probability variable state (probability variable state)," and the low probability state is a "non-probability variable state (non-probability variable state)." Hereinafter, the high probability state will be referred to as the "probability variable state," and the low probability state will be referred to as the "non-probability variable state." Whether to control to the probability variable state or the non-probability variable state after the end of a jackpot game may be determined by the jackpot symbol.

[0213] Gaming machines that can be controlled to the high probability state include those that control the high probability state until the next jackpot game is awarded, those that control the high probability state until a jackpot lottery is won (falling machines), and those that control the high probability state until a predetermined number of special games are completed (ST machines). Among gaming machines that adopt a specification that controls the high probability state until a predetermined number of special games are completed, some machines set the predetermined number of times the machine will be controlled to the high probability state until the next jackpot game is awarded. The number of times the machine will be controlled to the high probability state until the next jackpot game is awarded may be, for example, 10,000 times. In this case, the period during which the machine is controlled to the high probability state may be controlled to a high base state. When the number of times the machine will be controlled to the high probability state until the next jackpot game is awarded is set, it can be said that it is possible to identify that the next jackpot game will be awarded. Gaming machines that can be controlled to a probability variable state include those with a specification (V probability variable machine) that controls the state to a probability variable state when the gaming ball passes through a specific area. The gaming machine of the above embodiment may be embodied as a gaming machine with any of these specifications. The gaming machine may be a gaming machine with a specification that combines the above-mentioned falling machine and V probability variable machine. In addition, V probability variable machines may be designed to have a single large prize opening to generate a specific round of play. V probability variable machines may be designed to have multiple large prize openings, including a large prize opening (V prize opening) that opens in a specific round of play and large prize openings that open in rounds other than the specific round of play, to generate a specific round of play. The gaming machine of the above embodiment may be embodied as a V probability variable machine with any of these specifications. In a gaming machine that can be controlled to a probability variable state as described above, the fact that a jackpot game is awarded after the end of a special game and that the machine is controlled to a probability variable state after the end of the jackpot game can be considered one of the developments in the game after the end of the special game. Similarly, in a gaming machine that can be controlled to a probability variable state, the fact that a jackpot game is awarded after the end of a special game and that the machine is not controlled to a probability variable state after the end of the jackpot game can be considered one of the developments in the game after the end of the special game.A development in which a jackpot game is awarded after the end of a special game and the game is controlled to a probability variable state after the end of the jackpot game is said to be more advantageous than a development in which a jackpot game is awarded after the end of a special game and the game is not controlled to a probability variable state after the end of the jackpot game.

[0214] If the game is controlled to a high probability state after the jackpot game ends, the jackpot number pattern result, which is composed of effect symbols that resemble odd numbers in the effect game, may be displayed as a fixed stop. On the other hand, if the game is not controlled to a high probability state after the jackpot game ends, the jackpot number pattern result, which is composed of effect symbols that resemble even numbers in the effect game, may be displayed as a fixed stop. Furthermore, depending on whether the game is controlled to a high probability state after the jackpot game ends, some or all of the types of jackpot results based on the effect symbols that can be displayed as a fixed stop may not need to be different. Furthermore, depending on the period during which the game can be controlled to a high base state after the jackpot game ends, some or all of the jackpot results based on the effect symbols that can be displayed as a fixed stop may be different.

[0215] A gaming machine that can be controlled to a high probability state may be configured to be able to execute an effect (so-called "lever certain effect") that specifies that, if a jackpot is hit, the machine will be controlled to the high probability state after the jackpot game ends. When the "lever certain effect" is executed, the situation in which a jackpot game is awarded after the special game ends and the machine is not controlled to the high probability state after the jackpot game ends is excluded. When the "lever certain effect" is executed, the expectation increases that a jackpot game will be awarded after the special game ends and the machine will be controlled to the high probability state after the jackpot game ends. In a gaming machine that can be controlled to the high probability state, if the situation in which a jackpot game is awarded after the special game ends and the machine is controlled to the high probability state after the jackpot game ends is considered the third development, the "lever certain effect" can be considered a specific effect.

[0216] In the above embodiment, the second special game is executed with priority over the first special game. However, the first and second special games may be executed in the order in which they were suspended, regardless of their type. The first special game may be executed with priority over the second special game. Alternatively, the first and second special games may be executed simultaneously. For example, a special game corresponding to the first special game may be executed in a low base state, while a special game corresponding to the second special game may be executed in a high base state. The number of types of special games does not have to be two. For example, the special game that can be executed in response to a ball entering the first starting hole 26 may be the same as the special game that can be executed in response to a ball entering the second starting hole 27.

[0217] The above-described embodiments may be applied to gaming machines that perform a small jackpot lottery in addition to a jackpot lottery. Generally, if a small jackpot is won in the small jackpot lottery, a small jackpot symbol is displayed as a fixed symbol in a special game, and the small jackpot game is awarded after the special game ends. The small jackpot lottery may be held only when the ball enters either the first starting slot 26 or the second starting slot 27, or the small jackpot lottery may be held regardless of whether the ball enters the first starting slot 26 or the second starting slot 27. The small jackpot symbol is one of the results obtained in the special game when a jackpot is not won. The gaming machine of the above-described embodiments may be embodied as a gaming machine that can be controlled to a state (so-called small jackpot rush) in which the number of times (frequency) a small jackpot is won per unit time or the number of times (frequency) a small jackpot game is awarded per unit time is increased compared to the normal state. In a gaming machine that performs such a small win lottery, the fact that a small win symbol is displayed as a fixed stop and a small win game is awarded after the special game ends can be considered one of the developments in the game after the special game ends. Also, in a gaming machine that performs a small win lottery, the fact that a small win symbol is not displayed as a fixed stop and a small win game is not awarded after the special game ends can be considered one of the developments in the game after the special game ends. A development in which a small win symbol is displayed as a fixed stop and a small win game is awarded after the special game ends can be considered more advantageous than a development in which a small win symbol is not displayed as a fixed stop and a small win game is not awarded after the special game ends. Similarly, in a gaming machine that performs a jackpot lottery, the fact that a jackpot symbol is displayed as a fixed stop and a jackpot game is awarded after the special game ends can be considered one of the developments in the game after the special game ends. Furthermore, in gaming machines that perform jackpot lottery, the fact that the jackpot symbol is not displayed as a fixed stop and the jackpot game is not awarded after the special game ends can be considered as one of the game developments after the special game ends. A development in which the jackpot symbol is displayed as a fixed stop and the jackpot game is awarded after the special game ends can be said to be advantageous compared to a development in which the jackpot symbol is not displayed as a fixed stop and the jackpot game is not awarded after the special game ends.In gaming machines that are capable of holding a small win lottery in addition to a jackpot lottery, both the jackpot lottery and the small win lottery can be considered as winning lotteries, and both the jackpot game and the small win game can be considered as winning games. In addition, in gaming machines that are capable of holding a small win lottery in addition to a jackpot lottery, only the jackpot lottery out of the jackpot lottery and the small win lottery can be considered as winning lotteries, and only the jackpot game out of the jackpot game and the small win game can be considered as winning games. In other words, in gaming machines that are capable of holding a small win lottery in addition to a jackpot lottery, either the jackpot lottery or the small win lottery can be considered as winning lottery, and either the jackpot game or the small win game can be considered as winning games. In a gaming machine that performs a winning lottery, the fact that a winning symbol is displayed as a fixed stop and a winning game is awarded after the special game ends can be considered as one of the developments in the game after the special game ends. Also, in a gaming machine that performs a winning lottery, the fact that a winning symbol is not displayed as a fixed stop and a winning game is not awarded after the special game ends can be considered as one of the developments in the game after the special game ends. A development in which a winning symbol is displayed as a fixed stop and a winning game is awarded after the special game ends can be considered to be advantageous compared to a development in which a winning symbol is not displayed as a fixed stop and a winning game is not awarded after the special game ends.

[0218] The gaming machine of the above embodiment may be embodied as a gaming machine that awards a jackpot game when a gaming ball passes through a special area. For example, the gaming machine of the above embodiment may be embodied as a gaming machine (a so-called type 1 / type 2 hybrid machine) that awards two jackpot games: one based on winning a jackpot in a jackpot lottery and the other based on the gaming ball passing through a special area. This special area is, for example, located within a large prize opening that opens when a small prize is won in a small prize lottery held after a ball enters the second starting opening 27 in the above embodiment. This large prize opening may be the same as the large prize opening 29 that opens in the jackpot game, or it may be a large prize opening separate from the large prize opening 29. Incidentally, even if a gaming ball enters a large prize opening that opens when a small prize is won, the jackpot game is not awarded unless the gaming ball passes through the special area. For example, if the game ball does not pass through the special area during a small win game and the small win game ends without a big win being awarded, the game may be controlled to the normal game state.

[0219] A type 1 / 2 hybrid machine may be configured to be able to execute a presentation (hereinafter referred to as an advantageous presentation) that specifies that, if a jackpot game is awarded, the game state after the end of the jackpot game will be controlled to an advantageous state. For example, in a type 1 / 2 hybrid machine, if a small jackpot game is awarded after the end of a special game, and the jackpot game awarded based on the game ball passing through a special area during the small jackpot game is a specific type of jackpot game, the game will be controlled to an advantageous state after the end of the jackpot game. In other words, in a type 1 / 2 hybrid machine, a small jackpot game is awarded after the end of a special game, and a jackpot game is awarded when the game ball passes through a special area during the small jackpot game, and if the jackpot game is a specific type of jackpot game, the game will be controlled to an advantageous state. On the other hand, in a type 1 / 2 hybrid machine, even if a small win game is awarded after the special game ends and a jackpot game is awarded when the game ball passes through the special area during the small win game, the jackpot game will not be controlled to an advantageous state unless it is a specific type of jackpot game. In a gaming machine that can be controlled to an advantageous state, if an advantageous effect is executed, developments that are not controlled to an advantageous state are excluded. And, when an advantageous effect is executed, expectations for developments that are controlled to an advantageous state increase. In a type 1 / 2 hybrid machine, if a development that is controlled to an advantageous state after the special game ends is considered a third development, the advantageous effect can be considered a specific effect. Incidentally, in this modified example, the advantageous state may be, for example, a state known as a high-ranking RUSH.

[0220] In the gaming machine 10, an effect that can be executed for a special game may be executed for a regular game instead of a special game. Furthermore, for example, depending on the type of gaming status, the same effect may be executed for either a special game or a regular game. For example, a hold notice effect may be executed for a regular game. For example, a hold notice effect may be executed when the execution of a regular game is suspended. That is, a hold notice effect may be executed for a regular game whose execution is suspended. For example, a special pre-event effect may be executed for a regular game. For example, a special pre-event effect may be executed when the execution of a regular game is suspended. That is, a special pre-event effect may be executed for a regular game whose execution is suspended. For example, a special event effect may be executed for a regular game. For example, a special event effect may be executed for a regular game while the regular game is being executed. For example, a specific effect may be executed for a regular game. For example, the specific effect may be executable for the normal game while the normal game is being executed. In addition, the various effects described in the modified examples may also be executable for the normal game. For example, in a 1-type 2-type mixed machine, effects may be executable for the normal game.

[0221] The maximum number of rounds for various jackpot games may be changed. The advantageous degree varies depending on the number of rounds of play in the jackpot game awarded after the special game ends when a jackpot is won in the jackpot lottery. For example, a scenario in which a jackpot is awarded with 10 rounds of play after the special game ends is more advantageous than a scenario in which a jackpot is awarded with 5 rounds of play after the special game ends. Similarly, a scenario in which a jackpot is awarded with a jackpot after the special game ends is more advantageous than a scenario in which a jackpot is not awarded with a jackpot after the special game ends and a jackpot is not awarded after the special game ends. In this way, a scenario in which a jackpot is not awarded with a jackpot and a jackpot game is not awarded after the special game ends, and a scenario in which a jackpot is awarded with a jackpot after the special game ends and a number of rounds of play in the jackpot game awarded after the special game ends, can both be considered as part of the game developments after the special game ends.

[0222] The gaming machine 10 may have a backup function. For example, the gaming machine 10 may be able to retain at least some of the information stored in the main RWM 43 even if the power supply is interrupted. For example, the gaming machine 10 may be able to retain at least some of the information stored in the sub-RWM 53 even if the power supply is interrupted. Furthermore, if the power switch is operated to interrupt the power supply while a predetermined effect is being executed and the power supply is then resumed, the execution of the predetermined effect may be resumed. In other words, if the power switch is operated while a predetermined effect is being executed and the power supply is then resumed, the execution of the predetermined effect may not be resumed. In other words, if the power switch is operated while a predetermined effect is being executed and the power supply is then interrupted and the power supply is then resumed, the execution of the predetermined effect may not be resumed. In other words, if the power switch is operated while a predetermined effect is being executed, the execution of the predetermined effect may not be resumed. For example, if the power switch is operated while a predetermined effect is being executed, the execution of the predetermined effect may be stopped, and even if the power supply is subsequently resumed, the execution of the predetermined effect may not be resumed. In this configuration, even if the execution of a predetermined effect makes it possible to specify the outcome after the end of the special game that is the target of the predetermined effect, operating the power switch makes it impossible to specify the outcome after the end of the special game that is the target of the predetermined effect. The predetermined effect may be any of a hold notice effect, a special pre-event effect, a special in-game effect, and a specific effect.

[0223] The gaming machine of the above embodiment may be embodied as a smart pachinko gaming machine (so-called Sumapachi). A smart pachinko gaming machine is sometimes called a managed gaming machine. Like the gaming machine 10, a smart pachinko gaming machine can launch gaming balls into the gaming area 21. On the other hand, a smart pachinko gaming machine manages the number of gaming balls owned by a player using electronic data. Physical gaming balls can be launched into the gaming area 21 by consuming gaming balls (gaming value) managed as electronic data. In such a smart pachinko gaming machine, when gaming balls are awarded as prize balls, they are awarded using electronic data. That is, gaming balls as gaming media may not only be physical, but also be managed as electronic data. Similarly, gaming value may be physical or managed as electronic data.

[0224] The above-described embodiments may be applied to slot machines. In slot machines, a player can set a bet (also called a wager) by operating a MAXBET or inserting a medal. After setting the bet, a start lever serving as a start control is operated, causing multiple reels to spin. After the multiple reels have spun, a stop button serving as a stop control is operated, causing the corresponding reel to stop spinning. When all reels have stopped spinning, a prize may be awarded according to the symbol combination that has stopped. Some slot machines are capable of implementing a navigation effect (a so-called "navigation effect") that guides a player through the operation of a stop button. A navigation effect can also be interpreted as an effect that prompts a player to operate a stop button. In slot machines, a player sets a bet (a so-called "bet amount") and plays a variable game, resulting in the consumption of gaming media equal to the bet. On the other hand, in a slot machine, a gaming medium may be awarded when a prize is awarded according to the stopped symbol combination. In such a slot machine, the awarding of a prize after the end of a variable game can be regarded as one of the developments of the game after the end of the variable game. The fact that no prize is awarded after the end of a variable game can be regarded as one of the developments of the game after the end of the variable game. A development in which a prize is awarded after the end of a variable game can be said to be more advantageous than a development in which no prize is awarded after the end of the variable game. Furthermore, if the advantage of the awarded prize differs, the development of the game after the end of the variable game will differ, and it can also be said that the advantage of that development differs.

[0225] Among slot machines, there are those that award a bonus game (enter a bonus state) when a symbol combination corresponding to a bonus role is stopped. A bonus game in a slot machine can be considered a winning game. In such a slot machine, the awarding of a bonus game after the end of a variable game can be considered as one of the game developments after the end of the variable game. The fact that a bonus game is not awarded after the end of a variable game can be considered as one of the game developments after the end of the variable game. A development in which a bonus game is awarded after the end of a variable game can be said to be advantageous compared to a development in which a bonus game is not awarded after the end of a variable game.

[0226] Some slot machines can be controlled by assist time (also known as AT). Assist time is different from bonus play, but like bonus play, it allows players to earn profits. Assist time can be considered a winning game. The period controlled by assist time may be determined by the number of variable games. In such slot machines, being controlled by assist time after the variable game ends can be considered one of the game developments after the variable game ends. Not being controlled by assist time after the variable game ends can also be considered one of the game developments after the variable game ends. Developments controlled by assist time after the variable game ends can be considered more advantageous than developments not controlled by assist time after the variable game ends.

[0227] The slot machine may be a gaming machine that uses gaming media other than medals. For example, the slot machine may be embodied as a gaming machine that uses gaming balls (pachinko balls) as the gaming medium. Alternatively, the gaming medium may be managed by data (information). The slot machine may be a so-called managed gaming machine. That is, the slot machine may be a smart slot (also known as a "Sma-Slot"). That is, the slot machine may be a medalless gaming machine. In a medalless gaming machine, the number of medals held, including medals loaned from a slot unit, may be stored as data (information) instead of or in addition to credits. The number of medals held is also referred to as balls or medals held. Medals in a medalless gaming machine can also be considered virtual media. The virtual media corresponds to gaming value.

[0228] In the above embodiment, the sub-substrate 50 may be used as a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 25, a light-emitting control substrate that specializes in controlling the decorative lamps 17, and a sound control substrate that specializes in controlling the speaker 18 may be provided separately from the sub-substrate 50. Such a sub-general control substrate and substrates that control other performances may be included in the sub-substrate (sub-controller). Also, the main CPU 41 of the main substrate 40 and the sub-CPU 51 of the sub-substrate 50 may be mounted on a single substrate. Also, the display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single substrate or multiple substrates.

[0229] The information display panel 22 may be provided with a remaining number display unit that displays the number of prize balls remaining to be paid out to the player. The information display panel 22 may be provided with a right-hit lamp that prompts the player to hit the ball to the right. The information display panel 22 may be provided with a round number display unit that displays the number of rounds played during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same member (in the above embodiment, the information display panel 22); for example, some or all of the display units may be provided on a member separate from the other display units.

[0230] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be described. [A1] A gaming machine capable of executing a variable game, comprising: a performance execution means capable of executing a performance; and a performance control means capable of controlling the performance execution means, wherein the performance includes a first performance and a second performance; the development of the game after the end of the variable game includes a first development, a second development that is more advantageous than the first development, and a third development that is more advantageous than the second development; when the first performance is executed at a first timing, it is possible to specify that the development of the game after the end of the variable game that was the subject of the first performance will be either the second development or the third development out of the first, second, and third developments; and after the first performance is executed at the first timing, it is possible to specify that the development of the game after the end of the variable game that was the subject of the first performance will be either the second development or the third development by executing the second performance at a second timing.

[0231] [A2] A gaming machine according to the technical idea [A1], which is capable of executing a specific effect that suggests the development of the game after the variable game that was the subject of the first effect ends at a timing after the first timing and before the second timing, and by executing the specific effect, the expectation that the third development will occur out of the second and third developments increases.

[0232] [A3] A gaming machine described in technical idea [A1] or technical idea [A2], in which the timing that becomes the second timing after the first effect is executed at the first timing may be a specific timing or a non-specific timing that is different from the specific timing.

[0233] [B1] A gaming machine capable of executing a variable game is provided with a performance execution means capable of executing a performance, and a performance control means capable of controlling the performance execution means, wherein the performance includes a first performance, a second performance, and a third performance, and the development of the game after the end of the variable game includes a first development, a second development that is more advantageous than the first development, and a third development that is more advantageous than the second development, and even if the third performance is executed at a first timing, by executing the third performance, it is impossible to specify which of the first, second, or third developments the development of the game after the end of the variable game that was the subject of the third performance will be, and When a first effect is executed, it is possible to specify that the development of the game after the end of the variable game that was the subject of the first effect will be either the second development or the third development out of the first development, the second development, and the third development, and after the first effect is executed at the first timing, it is possible to specify that the development of the game after the end of the variable game that was the subject of the first effect will be either the second development or the third development, and a gaming machine characterized in that both the first effect and the third effect can be executed for the same variable game.

[0234] [B2] A gaming machine according to the technical idea [B1], in which the execution of the first effect at the first timing is restricted when the third effect has already been executed. [Explanation of symbols]

[0235] 10... Pachinko gaming machine (gaming machine) 17... Decorative lamp 18... Speaker 22... Information display panel 25... Performance display device 26... First start port 27... Second start port 28... First variable member 29... Big prize port 31... Gate 34... Out port 40... Main board 41... Main CPU 42... Main ROM 43... Main RWM 50... Sub board 51... Sub CPU 52... Sub ROM 53... Sub RWM AC1... First icon AC2... Second icon AC3... Third icon B1... Up button B2... Down button EL... Performance lamp

Claims

1. In a gaming machine capable of executing a variable game, a performance execution means capable of executing a performance; A performance control means capable of controlling the performance execution means, The effects include a first effect and a second effect, The development of the game after the end of the variable game includes a first development, a second development more advantageous than the first development, and a third development more advantageous than the second development, When the first effect is executed at a first timing, it is possible to specify that the development of the game after the end of the variable game that was the subject of the first effect will be either the second development or the third development among the first development, the second development, and the third development, by the execution of the first effect; A gaming machine characterized in that after the first presentation is executed at the first timing, the second presentation is executed at the second timing, thereby making it possible to identify whether the game will develop in the second or third manner after the variable game that was the subject of the first presentation ends.

2. At a timing after the first timing and before the second timing, a specific effect can be executed that suggests the development of a game after the end of the variable game that is the target of the first effect, 2. The gaming machine according to claim 1, wherein the execution of the specific effect increases the expectation that the third development will occur out of the second and third developments.

Citation Information

Patent Citations

  • Game machine

    JP2023048239A

  • Game machine

    JP2022143448A