Gaming Machines
The gaming machine addresses the challenge of executing rocking effects by incorporating a swingable swing means and performance control to create variable game states with changing symbols and swing performances, enhancing player engagement and adjusting effect probabilities, thus improving the gaming experience.
Patent Information
- Application Number
- JP2023106677
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-29
- Publication Date
- 2025-06-05
- Estimated Expiration
- 2043-06-29
AI Technical Summary
Existing gaming machines struggle to execute a rocking effect appropriately, particularly in pachinko game machines with swinging means, which lack variability and attention-calling features to enhance player engagement.
A gaming machine equipped with a swingable swing means and performance control means that allows for variable games viewed through a transparent portion, featuring states with changing symbols and swing performances, where the probability of executing attention-calling effects varies based on the number of games played, and the swing effect is executed differently in first and second half states to enhance visibility and engagement.
The solution enables appropriate execution of swing effects, enhances player engagement through variable game states and attention-calling features, and adjusts the probability of swing effects based on game progression, thereby improving overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some pachinko game machines, which are an example of game machines, are equipped with a swinging means that allows the game machine to swing (for example, Patent Document 1). In the pachinko game machine equipped with the swinging means, the swinging means swings to execute a swinging effect. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-028484 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a gaming machine configured to be able to execute a rocking effect, it is desirable to execute the rocking effect appropriately. [Means for solving the problem]
[0005] A gaming machine that solves the above problem is capable of executing a variable game using symbols in multiple rows, and is configured so that the variable game can be viewed through a transparent portion. The gaming machine is equipped with a swingable swing means and a performance control means that can execute control related to the execution of a performance, and the states related to the variable game include a variable state in which the symbols in at least some of the rows change, and a specific stop state in which the symbols in all the rows definitively stop, and in the variable game, the result of the variable game is derived by the symbols in all the rows definitively stopping, and the performance includes a swing performance that can be executed by swinging the swing means, and the transparent portion can swing as the swing performance is executed, A winning game can be executed according to the result of the variable game, the effects include an attention-calling effect regarding addiction, the attention-calling effect can be executed during at least a part of the winning game, and when a predetermined number of variable games have been executed, the probability of the oscillation effect being executed in a state where the attention-calling effect is not being executed is higher than the probability of the oscillation effect being executed in a state where the attention-calling effect is being executed, and when a predetermined number of variable games have been executed, the probability of the oscillation effect being executed in the variable state is higher than the probability of the oscillation effect being executed in the specific stop state. The device comprises a body member having a game execution means capable of executing a variable game, and an opening / closing member provided on the front side of the body member and capable of being opened and closed relative to the body member, the opening / closing member being provided with the transparent portion and the swinging means, the distance from the swinging means to the game execution means being longer than the distance from the swinging means to the transparent portion, the variable state having a first half state and a second half state, in which the second half state is such that a period during which the patterns in some rows swing and the patterns in the remaining rows are variable tends to be longer than in the first half state, and when the swinging effect is executed, a specific effect different from the swinging effect is executed, thereby making it possible to reduce the visibility of the patterns, and it is easier to execute the specific effect when the swinging effect is executed in the second half state than when the swinging effect is executed in the first half state. The gist of the present invention is as follows. Effect of the Invention
[0006] According to the present invention, a swing effect can be appropriately executed. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view that diagrammatically illustrates a pachinko gaming machine. [Diagram 2] FIG. 2 is a perspective view showing a typical pachinko gaming machine with its front frame open. [Diagram 3] FIG. 3 is a front view showing a schematic diagram of the game board. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Diagram 5]FIG. 5 is an explanatory diagram for explaining an example of a fluctuation pattern. [Figure 6] 6(a) to 6(g) are schematic diagrams showing an example of a display on the effect display device when an effect game is executed. [Figure 7] FIG. 7 is a schematic diagram showing an example of a display on the performance display device when the performance symbol is temporarily stopped and displayed. [Figure 8] 8(a) to 8(c) are timing charts showing an example of state transition regarding effect symbols in an effect game. [Figure 9] FIG. 9 is a schematic diagram showing an example of the displacement of the transparent portion when a swinging effect is executed. [Figure 10] Figures 10(a) and 10(b) are schematic diagrams showing an example of the displacement of a movable body when a movable body performance is executed, and the display of the performance display device when an effect performance is executed. [Figure 11] FIG. 11 is an explanatory diagram for explaining an example of the execution probability of the swing effect. [Figure 12] FIG. 12 is an explanatory diagram for explaining an example of the execution probability of the movable object performance. [Figure 13] Figure 13 is an explanatory diagram for explaining an example of the display mode of the performance pattern in the changing state, temporary stop state, confirmed stop state, and interval period, the swinging mode of the transparent part, the execution probability of the swinging performance, the execution probability of the movable body performance, and the execution probability of the effect performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (rear) indicate the respective directions as seen by a player. As shown in FIG. 1 and FIG. 2, a pachinko game machine 10 (hereinafter, referred to as the game machine 10), which is an example of a game machine, includes a frame body 11. The frame body 11 includes an outer frame 11a, a middle frame 11b, and a front frame 11c. The outer frame 11a is fixed to an island facility of a game parlor or the like. The middle frame 11b is supported so as to be openable and closable relative to the outer frame 11a. The middle frame 11b holds a game board YB. The front frame 11c is supported so as to be openable and closable relative to the middle frame 11b. The front frame 11c has a transparent portion 12 that covers the game area YBa of the game board YB, and a support portion 20 that supports the transparent portion 12. The transparent portion 12 is supported so as to be displaceable in the vertical direction. In this embodiment, the transparent portion 12 is glass. Not limited to this, the transparent portion 12 may be an acrylic plate. The transparent portion 12 is preferably a highly transparent member that allows the play area YBa to be viewed through the transparent portion 12. In Fig. 1, the transparent portion 12 is omitted except for a part of it, but actually covers the entire opening 21 of the front frame 11c. The front frame 11c corresponds to a first frame body in which the transparent portion 12 is provided.
[0009] The gaming machine 10 includes a launch handle HD. The gaming machine 10 is configured to be able to launch a gaming ball as a gaming medium by operating the launch handle HD. The launch handle HD is provided on the front frame 11c. In this embodiment, the launch handle HD corresponds to an operating means that can be operated by a player.
[0010] The gaming machine 10 includes a decorative lamp LA. The decorative lamp LA can perform light-emitting effects by turning on, blinking, and extinguishing a built-in light-emitting element. The decorative lamp LA can perform light-emitting notifications by turning on, blinking, and extinguishing a built-in light-emitting element. The decorative lamp LA is provided on the front frame 11c. The gaming machine 10 includes a speaker SP. The speaker SP can perform audio effects that output a predetermined sound. The speaker SP can perform audio notifications that output a predetermined sound. For example, the predetermined sound is a piece of music, a sound effect, or the voice of a person reading a predetermined character string. The speaker SP is provided on the front frame 11c.
[0011] The gaming machine 10 includes a performance display device EH. The performance display device EH has an image display section GH capable of displaying an image. For example, the image display section GH is a liquid crystal panel and an organic EL panel. The performance display device EH can execute a display performance that displays a predetermined image. The performance display device EH can execute a display notification that displays a predetermined image. For example, the predetermined image is an image such as a performance pattern, a character, a landscape, a character string, a number, and a symbol. In this embodiment, the performance display device EH corresponds to a notification means that can execute a predetermined notification. The performance display device EH is assembled to the game board YB so that the image display section GH can be viewed through the transparent section 12. That is, the performance display device EH is provided in the middle frame 11b. In this embodiment, the middle frame 11b corresponds to a second frame body in which the performance display device EH is provided.
[0012] The gaming machine 10 includes a rocking device 14. The rocking device 14 is provided on the front frame 11c. The rocking device 14 is configured to generate rocking by rocking itself. In this embodiment, the rocking device 14 is an eccentric motor. The rocking device 14 includes a weight having a biased center of gravity and a DC motor. The DC motor has a different rotation speed depending on the input voltage. The number of rocking movements (number of rocking movements) of the rocking device 14 varies depending on the rotation speed of the DC motor. The number of rocking movements of the rocking device 14 increases as the rotation speed of the DC motor increases. The rocking range of the rocking device 14 varies depending on the mass of the weight and the eccentricity (degree of eccentricity). The larger the mass of the weight, the larger the rocking range of the rocking device 14. The larger the eccentricity, the larger the rocking range of the rocking device 14. The oscillation width of the oscillating device 14 can be understood as the amount of displacement that the oscillating device 14 can be displaced.
[0013] The gaming machine 10 is configured to be able to execute a rocking effect by rocking the rocking device 14. The rocking device 14 is provided below the transparent portion 12. The rocking device 14 is provided at a position close to the lower end of the support portion 20. The rocking device 14 is capable of imparting the generated rocking to the transparent portion 12 via the support portion 20. In other words, the transparent portion 12 rocks in conjunction with the rocking of the rocking device 14. The gaming machine 10 is configured to be able to execute a rocking effect in which the transparent portion 12 rocks as the rocking device 14 rocks. In this embodiment, the rocking device 14 corresponds to a rocking means capable of rocking.
[0014] Here, the rocking device 14 is provided below the transparent portion 12 and the performance display device EH. The rocking device 14 is provided at a position closer to the transparent portion 12 than the performance display device EH. Specifically, the up-down (vertical) distance from the upper end of the rocking device 14 to the lower end of the transparent portion 12 is shorter than the up-down distance from the upper end of the rocking device 14 to the lower end of the performance display device EH. The rocking device 14 is provided closer to the player (front side) than the performance display device EH. The rocking device 14 is provided directly or substantially directly below the transparent portion 12. Therefore, the distance in the front-rear direction (hereinafter referred to as the depth direction) perpendicular to the up-down direction from the rocking device 14 to the transparent portion 12 is shorter than the distance in the depth direction from the rocking device 14 to the performance display device EH. Therefore, the distance from the rocking device 14 to the performance display device EH is longer than the distance from the rocking device 14 to the transparent portion 12.
[0015] As shown in FIG. 3, the gaming machine 10 includes a first special symbol display section 13a and a second special symbol display section 13b as display sections capable of displaying a special symbol-changing game (hereinafter, referred to as a special game). In the special game, the special symbol is displayed variably, and the special symbol is finally displayed as a fixed stop. The special symbol is a symbol for notifying the result of a winning lottery as a result of the special game. There are a first special game and a second special game. The first special symbol display section 13a displays a first special game in which a first special symbol, which is an example of a special symbol, is finally displayed as a fixed stop. The second special symbol display section 13b displays a second special game in which a second special symbol, which is an example of a special symbol, is finally displayed as a fixed stop. In this specification, the term "variable display" for symbols means that the type of the symbol changes and is displayed over time. In this specification, the term "fixed stop display" for symbols means that the type of the symbol does not change over time, and the symbol is definitely displayed as a fixed stop. The second special game is executed with priority over the first special game, and the first special game and the second special game are not executed in parallel at the same time.
[0016] The special symbols include jackpot symbols and loss symbols. In the gaming machine 10, if a jackpot is won in the winning lottery, the jackpot symbol is displayed as a fixed stop in the special game, and the jackpot game is generated (awarded) after the special game ends. In the gaming machine 10, if a jackpot is not won in the winning lottery, the loss symbol is displayed as a fixed stop in the special game.
[0017] The gaming machine 10 includes a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of first special games whose execution has been put on hold (hereinafter referred to as the first special hold number) because the hold condition has been met but the execution condition has not yet been met. The gaming machine 10 includes a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of second special games whose execution has been put on hold (hereinafter referred to as the second special hold number) because the hold condition has been met but the execution condition has not yet been met. In this embodiment, the upper limit numbers of the first special hold number and the second special hold number are each 4.
[0018] The gaming machine 10 includes a normal symbol display unit 13e. The normal symbol display unit 13e displays a normal game. In the normal game, normal symbols are displayed variably, and finally, the normal symbols are displayed as fixed and stopped. The normal symbols are symbols for notifying the result of the normal lottery as a result of the normal game. The normal symbols include a normal winning symbol and a normal losing symbol. In the gaming machine 10, when a normal winning is won in the normal lottery, the normal winning symbol is displayed as fixed and stopped in the normal game, and after the normal game ends, a normal winning game is generated (awarded). In the gaming machine 10, when a normal winning is not won in the normal lottery, the normal losing symbol is displayed as fixed and stopped in the normal game. The gaming machine 10 includes a normal hold display unit 13f. The normal hold display unit 13f displays information that can specify the number of normal games that are held for execution because the hold condition is satisfied but the execution condition is not yet satisfied (hereinafter, referred to as the normal hold number). In this embodiment, the upper limit of the normal reservation number is four.
[0019] A game area YBa, in which game balls, which are an example of game media, flow down, is formed on the front side of the game board YB provided in the game machine 10. An opening window YBb is formed in the approximate center of the game board YB when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0020] The gaming machine 10 has a first start hole 15. The gaming machine 10 has a first start sensor SE1 that detects a gaming ball that has entered the first start hole 15 (shown in FIG. 4). In the gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a reservation condition for a first special game may be established, and a payout condition for a predetermined number of prize balls is also established. The first start hole 15 is always open so that a gaming ball can be entered.
[0021] The gaming machine 10 has a second start hole 16. The gaming machine 10 has a second start sensor SE2 that detects a gaming ball that has entered the second start hole 16 (shown in FIG. 4). In the gaming machine 10, when a gaming ball is detected by the second start sensor SE2, a reservation condition for the second special game may be established, and a payout condition for a predetermined number of prize balls is established. The gaming machine 10 has a normal variable member 17 that can be operated in a first state in which the gaming ball can enter the second start hole 16, and a second state in which the gaming ball cannot enter the second start hole 16. The gaming machine 10 has a normal solenoid SL1 (shown in FIG. 4) as a means for operating the normal variable member 17. The normal variable member 17 is operated to the first state in a normal winning game.
[0022] The gaming machine 10 has a big prize opening 18. The gaming machine 10 has a special prize sensor SE3 that detects a gaming ball that has entered the big prize opening 18 (shown in FIG. 4). When the special prize sensor SE3 detects a gaming ball in the gaming machine 10, a condition for paying out a predetermined number of prize balls is established. The gaming machine 10 has a special variable member 19 that can be operated between a first state in which the gaming ball can enter the big prize opening 18 and a second state in which the gaming ball cannot enter the big prize opening 18. The gaming machine 10 has a special solenoid SL2 (shown in FIG. 4) as a means for operating the special variable member 19. The special variable member 19 is operated to the first state during a big win game.
[0023] The gaming machine 10 includes a gate 25. The gaming machine 10 includes a normal start sensor SE4 that detects a gaming ball that has entered the gate 25 (shown in FIG. 4). When a gaming ball is detected by the normal start sensor SE4, the gaming machine 10 may establish a reserve condition for a normal game, but may not establish a payout condition for prize balls.
[0024] The gaming machine 10 includes an outlet 27. The outlet 27 is formed at the lower end of the gaming area YBa. Among the gaming balls shot into the gaming area YBa, those that do not enter the first start hole 15, the second start hole 16, or the big winning hole 18 are discharged from the outlet 27 to the outside of the machine.
[0025] The gaming machine 10 can adjust the launch strength of the gaming ball according to the operation amount (rotation amount) of the launch handle HD. In the gaming machine 10, the gaming ball can be hit so as to flow down either the left area of the center frame W or the right area of the center frame W. A first start hole 15 is arranged in the flow path R1 of the gaming ball in the left area. In the gaming machine 10, the gaming ball can be launched so as to flow down the left area of the gaming area YBa, so that the ball enters the first start hole 15. In the following description, the launch of the gaming ball with a launch strength that launches the gaming ball so as to flow down the left area is referred to as "left shot". A second start hole 16, a big prize hole 18, and a gate 25 are arranged in the flow path R2 of the gaming ball in the right area. In the gaming machine 10, by shooting the gaming ball so that it flows down the right area of the gaming area YBa, it is possible for the ball to enter the second starting hole 16, the big prize hole 18, and the gate 25. In the following explanation, shooting the gaming ball with a shooting intensity that causes the gaming ball to flow down the right area is referred to as a "right hit."
[0026] The gaming machine 10 includes a movable body EY. In this embodiment, the movable body EY is shaped like a full moon. Not limited to this, the movable body EY may be shaped like a letter or a character. The movable body EY is provided on the game board YB. The movable body EY is provided forward of the performance display device EH. The movable body EY includes a stepping motor SM as a means for displacing the movable body EY (shown in FIG. 4). The movable body EY is configured to be displaceable between an original position GI and a performance position EI. In FIG. 3, the movable body EY when located at the original position GI is shown by a solid line, and the movable body EY when located at the performance position EI is shown by a two-dot chain line. The performance position EI is a position that protrudes toward the center of the image display unit GH in a front view compared to the original position GI. Also, the performance position EI is a position where the area of the movable body EY overlapping with the image display unit GH (image display area) is larger than that of the original position GI when viewed from the player. For this reason, when the movable body EY is located at the performance position EI, the image display section GH (image display area) is more difficult to see than when the movable body EY is located at the original position GI. In this embodiment, the original position GI corresponds to the first position. The performance position EI corresponds to the second position. The gaming machine 10 is configured to be capable of executing a movable body performance in which the movable body EY is displaced. In this embodiment, the movable body EY corresponds to the movable part.
[0027] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 is equipped with a probability variation function that varies the probability of a big win to a higher probability, and a ball entry assistance function that assists the game ball in entering the second starting hole 16. The gaming state of the gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.
[0028] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability change function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot in a winning lottery. For this reason, the high probability state is a more advantageous state for the player than the low probability state.
[0029] The goal-scoring assistance function will now be explained. The ball entry assistance function is a function that assists ball entry into the second starting hole 16, and is a so-called "electric support function." The gaming machine 10 has a plurality of ball entry states, which are states in which the ball entry rate of the game ball into the second starting hole 16 is different. The plurality of ball entry states include a non-time-saving state and a time-saving state in which the ball entry rate of the game ball into the second starting hole 16 per unit time is higher than that of the non-time-saving state. The time-saving state is a so-called "electric support state" or "high base state." The non-time-saving state is a so-called "non-electric support state" or "low base state." In the time-saving state and the non-time-saving state, the ball entry rate of the game ball into the first starting hole 15 per unit time is the same. In the time-saving state, the ball entry rate of the game ball into the second starting hole 16 per unit time is improved, and the game ball is easier to enter the second starting hole 16 than the first starting hole 15. For this reason, in the time-saving state, it is recommended to hit the ball from the right so that the game ball can easily enter the second starting hole 16. On the other hand, in the non-time-saving state, the ball entry rate per unit time into the second starting hole 16 is lower than that in the time-saving state, and it is more difficult for the game ball to enter the second starting hole 16 than the first starting hole 15, so it is recommended to hit the ball from the left. In the gaming machine 10, when the ball entry assistance function is activated, the ball entry state transitions from the non-time-saving state to the time-saving state. In the time-saving state, the ball entry rate per unit time into the second starting hole 16 is improved, making it easier to establish the reservation condition for the second special game compared to the non-time-saving state, and making it easier to establish the payout condition for the prize ball associated with the ball entering the second starting hole 16. For this reason, the time-saving state is more advantageous for the player than the non-time-saving state.
[0030] For example, the time-saving state can be realized by executing one of the three controls described below, which can be selected arbitrarily, or by executing a combination of a plurality of controls. The first control is a control that shortens the variable time of the normal game compared to the non-time-saving state. The second control is a control that changes the normal winning probability in the normal lottery to a higher probability than in the non-time-saving state. The third control is a control that lengthens the time during which the normal variable member 17 is in the first state in one normal winning game compared to the non-time-saving state. Note that, as the third control, at least one of the following controls may be performed: a control that increases the number of times the normal variable member 17 is operated to the first state in one normal winning game compared to the non-time-saving state, and a control that lengthens the time from when the normal variable member 17 is operated to the first state to when it is operated to the second state in a normal winning game compared to the non-time-saving state.
[0031] The time-saving state may be realized by combining with the fourth control described below. The fourth control is a control for shortening the fluctuation time (average fluctuation time) of the special game compared to the non-time-saving state. As a result, the average fluctuation time of the special game is shorter in the time-saving state compared to the non-time-saving state. The average fluctuation time of the special game can be calculated by dividing the cumulative time of the fluctuation time in the unit number of special games by the unit number of times, assuming that the special game is executed a unit number of times. In the time-saving state, the number of special games that can be actually executed per unit time increases compared to the non-time-saving state. In other words, the efficiency of consuming reserved special games is improved.
[0032] Explain about the jackpot. The gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are also the types of jackpots. The jackpot symbols are classified into one or more types. In this embodiment, they are classified into two types: normal symbols and specific symbols. In the gaming machine 10, a jackpot game according to the type of jackpot symbol (type of jackpot) is awarded.
[0033] In the jackpot game, first, an opening performance that can specify the start of the jackpot game is performed for a predetermined opening time. In the jackpot game, after the opening time has elapsed, a round game that opens the jackpot winning hole 18 is performed up to a predetermined upper limit number of times. One round game ends when a predetermined upper limit number of game balls enter the jackpot or when a predetermined upper limit time has elapsed. In the round game, the jackpot winning hole 18 is opened in a predetermined opening mode. In the jackpot game, it is possible to acquire game balls by having a game ball enter the jackpot winning hole 18. For this reason, in the jackpot game, it is recommended to hit the right side so that the game balls can easily enter the jackpot winning hole 18. The jackpot game is a particularly advantageous state for the player because it is possible to increase the number of game balls owned by the player. In this embodiment, the occurrence (conferral) of the jackpot game corresponds to being controlled to an advantageous state. In each round game, a round performance is performed. In the jackpot game, when the final round of play is completed, an ending presentation that can specify the end of the jackpot game is performed for a predetermined ending time. The jackpot game ends with the lapse of the ending time.
[0034] The following describes the display effects that can be executed by the effect display device EH. In the effect display device EH, an effect game is displayed as one of the display effects. In the effect game, a plurality of columns of effect symbols are displayed in a variable manner, and finally, a combination of effect symbols (hereinafter, referred to as a symbol combination) is displayed as a fixed stop. In this embodiment, the effect game corresponds to a variable game. The effect symbols are also called "decorative symbols" or "decorative symbols". In this embodiment, the effect game is performed by displaying (scrolling) the effect symbols of the left pattern column HZ, the middle pattern column NZ, and the right pattern column MZ in a variable manner in a predetermined direction (in this embodiment, downward). There are nine types of effect symbols from "1" to "9" in this embodiment. In this embodiment, the effect game is performed by scrolling as follows: "1" → "2" → "3" →... "8" → "9" → "1" →... In this embodiment, the effect symbols correspond to predetermined symbols.
[0035] The effect game is started together with the special game and is ended together with the special game. In the effect game, as a result of the effect game, a plurality of columns of effect symbols are displayed in a definite stop state. In the effect game, a symbol combination corresponding to the special symbols displayed in a definite stop state in the special game is displayed in a definite stop state. The definite stop state of the symbol combination in the effect game corresponds to the derivation of the result of the effect game. When the jackpot symbol is displayed in a definite stop state in the special game, the jackpot symbol combination is displayed in a definite stop state in the effect game. Therefore, when the jackpot symbol combination is displayed in a definite stop state as a result of the effect game, it is possible to specify that a jackpot game is awarded. The jackpot symbol combination is a symbol combination in which the effect symbols in all the symbol columns are the same, such as "777". In this embodiment, the definite stop state of the jackpot symbol combination as a result of the effect game corresponds to the derivation of a special result as a result of the effect game. When a losing symbol is displayed in a definite stop state in the special game, the losing symbol combination is displayed in a definite stop state in the effect game. A losing symbol combination is a symbol combination in which the performance symbols of at least a part of the symbol rows are different from the performance symbols of the other symbol rows, such as "738" or "787".
[0036] In the presentation game, when a reach is formed, a reach presentation is executed. A reach is a state in which the same presentation pattern is temporarily stopped in a plurality of specific pattern rows, and the presentation pattern is continuously displayed in a variable manner in other pattern rows. In this specification, the "temporary stop display" of a pattern means that the pattern is not displayed in a variable manner, and the pattern is displayed swaying before the pattern is displayed in a definite stop manner. The "temporary stop display" is also called a "temporary stop display." In this embodiment, the left pattern row HZ and the right pattern row MZ correspond to the specific pattern row, and the center pattern row NZ corresponds to the other pattern row. The reach presentation includes a normal reach presentation (hereinafter referred to as NR presentation) and a super reach presentation (hereinafter referred to as SR presentation) that is performed after the start of the NR presentation. For example, the SR presentation is executed with a content that develops the presentation content of the NR presentation. The SR presentation has a higher expectation of a big win than the NR presentation. The expected probability of a jackpot can be calculated as the ratio of the occurrence rate of a jackpot to the total occurrence rate, which is the sum of the occurrence rates of non-jackpots and jackpots.
[0037] Next, the electrical configuration of the gaming machine 10 will be described. As shown in Fig. 4, the gaming machine 10 includes a main control board 40, a sub-control board 50, and a power supply unit 60. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). The sub-control board 50 controls the execution of presentations based on the various control commands output by the main control board 40.
[0038] First, the main control board 40 will be described. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter, referred to as a main CPU 42) and a storage unit. The main CPU 42 executes various processes by executing a main control program. The storage unit of the microprocessor 41 includes a ROM area (hereinafter, referred to as a main ROM 43) from which information can be read but to which information cannot be written, and an RWM area (hereinafter, referred to as a main RWM 44) from which information can be read and to which information can be written.
[0039] The main ROM 43 stores a main control program, and judgment values and tables used for various judgments and lotteries. The main ROM 43 stores a jackpot judgment value used to judge whether or not a jackpot has been won in the winning lottery. The main ROM 43 stores a jackpot pattern judgment value used in the jackpot pattern lottery. The jackpot pattern lottery is a lottery that determines the jackpot pattern that is to be displayed as a definite stop when a jackpot has been won in the winning lottery. The main ROM 43 stores a fluctuation pattern judgment value used in the fluctuation pattern lottery. The fluctuation pattern lottery is a lottery that determines the fluctuation pattern.
[0040] The main ROM 43 stores a plurality of kinds of variation patterns. The variation pattern is information that can specify the variation time from the start of the variation display of the special symbol to the end of the variation display. In other words, the variation time is the time during which the variation display of the special symbol is performed in the special game. The variation pattern is information that can specify at least a part of the variation content (performance content) of the performance game performed during the execution of the special game. There are a big win variation pattern and a miss variation pattern. The big win variation pattern is a variation pattern that finally displays a big win symbol combination as a fixed stop. The performance game based on the big win variation pattern is a variation pattern that finally displays a big win symbol combination as a fixed stop through a reach performance. The miss variation pattern is a variation pattern that finally displays a miss symbol combination as a fixed stop. The performance game based on the miss variation pattern is a variation pattern that finally displays a miss symbol combination as a fixed stop through a reach performance or without a reach performance.
[0041] As shown in Fig. 5, there are variation patterns HP11 to HP15. Not limited to this, there may be a variation pattern different from the variation patterns HP11 to HP15 instead of or in addition to the variation patterns HP11 to HP15. The variation patterns may include a variation pattern that can be determined in a non-time-saving state and a variation pattern that can be determined in a time-saving state. In this case, the variation time of the special game determined in the variation pattern that can be determined in a time-saving state may be shorter, or often shorter, than the variation time of the special game determined in the variation pattern that can be determined in a non-time-saving state.
[0042] Fluctuation pattern HP11 is a fluctuation pattern that does not go through a reach effect and finally displays a definite stop of a losing symbol combination. Fluctuation pattern HP12 is a fluctuation pattern that goes through an NR effect and finally displays a definite stop of a losing symbol combination. Fluctuation pattern HP13 is a fluctuation pattern that goes through an NR effect and an SR effect and finally displays a definite stop of a losing symbol combination. Fluctuation pattern HP14 is a fluctuation pattern that goes through an NR effect and finally displays a definite stop of a winning symbol combination. Fluctuation pattern HP15 is a fluctuation pattern that goes through an NR effect and an SR effect and finally displays a definite stop of a winning symbol combination.
[0043] The main RWM 44 stores various information that is rewritten depending on the results of processing by the main CPU 42. For example, the information stored in the main RWM 44 is a flag, a counter, a timer, etc. The microprocessor 41 includes a random number circuit 45 that generates hardware random numbers. The microprocessor 41 may be capable of generating software random numbers by the random number generation process by the main CPU 42. Note that the main CPU 42, main ROM 43, main RWM 44, and random number circuit 45 are not limited to being configured on one chip as the microprocessor 41, and may each be configured separately.
[0044] The main control board 40 is connected to the sensors SE1 to SE4. The main CPU 42 is configured to be able to input detection signals output by the sensors SE1 to SE4 when they detect a gaming ball. The main control board 40 is connected to the display units 13a to 13f. The main CPU 42 is configured to be able to control the display contents of the display units 13a to 13f. The main control board 40 is connected to solenoids SL1, SL2. The main CPU 42 is configured to be able to control the operation of the variable members 17, 19 by controlling the operation of the solenoids SL1, SL2.
[0045] The sub-control board 50 will now be described. The sub-control board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 executes various processes related to the performance by executing a sub-control program. The sub-CPU 51 executes processes related to the execution of the performance based on a control command input from the main CPU 42. The sub-ROM 52 stores the sub-control program and a judgment value used for a predetermined lottery. The sub-ROM 52 stores display performance data used for the display performance, light-emitting performance data used for the light-emitting performance, audio performance data used for the audio performance, rocking performance data used for the rocking performance, and movable body performance data used for the movable body performance. The sub-ROM 52 also stores display notification data used for the display notification, light-emitting notification data used for the light-emitting notification, and audio notification data used for the audio notification.
[0046] The sub-RWM 53 stores various information that is rewritten during operation of the gaming machine 10. For example, the information stored in the sub-RWM 53 is a flag, a counter, a timer, etc. The sub-control board 50 is configured to be capable of generating software random numbers by a random number generation process performed by the sub-CPU 51. The sub-control board 50 may also be equipped with a random number circuit and be capable of generating hardware random numbers.
[0047] The sub-control board 50 is connected to the decorative lamp LA. The sub-CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control board 50 is connected to the speaker SP. The sub-CPU 51 is configured to be able to control the output mode of the speaker SP. The sub-control board 50 is connected to the performance display device EH. The sub-CPU 51 is configured to be able to control the display content of the performance display device EH. The sub-control board 50 is connected to the rocking device 14. The sub-CPU 51 is configured to be able to control the rocking mode of the rocking device 14. The sub-control board 50 is connected to the stepping motor SM. The sub-CPU 51 is configured to be able to control the operating mode of the movable body EY by controlling the stepping motor SM. In this embodiment, the sub-CPU 51 corresponds to a performance control means capable of executing control regarding the execution of the performance.
[0048] Next, the power supply unit 60 will be described. The power supply unit 60 includes a power switch 60a. The power switch 60a can be switched between an on state and an off state, and is configured to maintain the switched state. In this embodiment, when the power switch 60a is operated from an off state to an on state while power is being supplied to the gaming machine 10 from an external power source, power is supplied to each of the control boards 40 and 50. In this embodiment, when the power switch 60a is operated from an on state to an off state while power is being supplied to the gaming machine 10 from an external power source, power to each of the control boards 40 and 50 is cut off. Therefore, in order to start the gaming machine 10, the power supply from the external power source is started while the power switch 60a is operated to an on state, or the power switch 60a is operated from an off state to an on state while power is being supplied from the external power source. In this specification, "power supply is started" means that power is supplied to each control board 40, 50, for example by operating the power switch 60a, and "power supply is cut off" means that power is not supplied to each control board 40, 50.
[0049] The gaming machine 10 is equipped with a backup function. The backup function is a function that internally stores (backs up) various information related to the control of the gaming machine 10 even if the power supply from an external power source is cut off, and restores the state of the gaming machine 10 based on the various stored information when the power supply is started again.
[0050] In this embodiment, the main RWM 44 is configured to be able to hold, for a predetermined period of time, various pieces of information stored when the power supply is interrupted, even if the power supply is interrupted. The main RWM 44 is configured to be able to hold various pieces of information even after the power supply is interrupted, by using power supplied from a backup power source (e.g., an electric double layer capacitor) mounted on the power supply unit 60. The main RWM 44 may be configured to hold various pieces of information even after the power supply is interrupted, by being a non-volatile memory that can hold stored contents even when no power is supplied.
[0051] In this embodiment, some or all of the information stored in the main RWM 44 is the target of backup. Various types of information to be backed up in the main RWM 44 include game information related to the progress of the game. For example, the game information includes information related to the special game, information related to the jackpot game, information related to the game state, and information related to the payout of prize balls. The information related to the special game includes, for example, information that can identify the first special reserved number and the second special reserved number, various random number information, information that can identify the lottery result of the winning lottery, information that can identify the variation pattern, and information that can identify the special pattern to be displayed as a fixed stop in the special game. The information related to the jackpot game includes information that can identify the progress of the jackpot game. The information related to the game state includes information that can identify the operating state of the probability change function and the ball entry assistance function. The information related to the payout of prize balls includes information that can identify the number of prize balls that have not been paid out.
[0052] Furthermore, the gaming machine 10 of this embodiment includes an RWM clear switch (not shown) that can be operated to initialize various pieces of information stored in the main RWM 44. The main CPU 42 is connected to the RWM clear switch via an RWM clear switch circuit. The main CPU 42 is configured to be able to input an operation signal that is output when the RWM clear switch is operated (pressed). When an operation signal indicating that the RWM clear switch is operated is input at the start of power supply, the main CPU 42 executes a process of initializing various pieces of information stored in the main RWM 44 (hereinafter referred to as a main initialization process).
[0053] In this embodiment, the secondary RWM 53 is configured to be able to hold, for a predetermined period of time, various pieces of information stored when the power supply is interrupted, even if the power supply is interrupted. The secondary RWM 53 is configured to be able to hold various pieces of information even after the power supply is interrupted, by using power supplied from a backup power source mounted in the power supply unit 60. The secondary RWM 53 may be configured to hold various pieces of information even after the power supply is interrupted, by being a non-volatile memory that can hold stored contents even when no power is supplied.
[0054] In this embodiment, some or all of the information stored in the sub-RWM 53 is the target of backup. The various types of information to be backed up in the sub-RWM 53 include performance information capable of identifying the execution status of a performance. For example, the performance information is information capable of identifying a performance currently being executed. The sub-CPU 51 executes a process (hereinafter, referred to as a sub-initialization process) for initializing various types of information stored in the sub-RWM 53 based on control information (initialization command, described later) input in conjunction with the execution of the main initialization process. In addition, the gaming machine 10 may be provided with a sub-RWM clear switch capable of being operated to initialize various types of information stored in the sub-RWM 53. In this case, the sub-CPU 51 may execute the sub-initialization process when the sub-RWM clear switch is operated to input an operation signal.
[0055] Next, various processes performed by the main CPU 42 of the main control board 40 will be described. First, the process at the start of power supply will be described. In the power-on process, the main CPU 42 sets interrupt processing to be prohibited. Next, the main CPU 42 determines whether the RWM clear switch is operated to the on state based on whether an operation signal is input from the RWM clear switch.
[0056] When the RWM clear switch is operated to the on state, the main CPU 42 executes a main initialization process of the main RWM 44. In the main initialization process, the main CPU 42 initializes the storage contents of the main RWM 44. That is, the main CPU 42 can execute control to initialize the storage contents of the main RWM 44 when power supply is started. In addition, the main CPU 42 outputs an initialization command to the sub-control board 50 in conjunction with the execution of the main initialization process. Next, the main CPU 42 controls to a state in which a special game can be executed. Thereafter, the main CPU 42 ends the main initialization process, sets interrupt processing to enabled, and ends the power-on process.
[0057] On the other hand, when the RWM clear switch is not operated to the on state, the main CPU 42 checks whether or not there is a backup abnormality, that is, whether or not there is an abnormality in the memory contents of the main RWM 44. When there is a backup abnormality, the main CPU 42 executes the main initialization process in the same manner as when the RWM clear switch is operated to the on state.
[0058] On the other hand, if there is no backup abnormality, the main CPU 42 executes a main return process. In the main return process, the main CPU 42 outputs a return command to the sub-control board 50. The return command is information capable of identifying that power supply has started and that the state when the power supply was cut off is to be restored. In addition, the main CPU 42 outputs information (commands) capable of identifying various information held (backed up) in the main RWM 44 to the sub-control board 50. Next, the main CPU 42 performs control so as to restore the state when the power supply was cut off, based on the various information held in the main RWM 44. Thereafter, the main CPU 42 ends the main return process, sets interrupt processing to enabled, and ends the power-on process.
[0059] Next, various processes that are realized as interrupt processes that are performed every predetermined control period (4 ms in this embodiment) will be described. First, the special symbol input process will be described.
[0060] In the special symbol input process, the main CPU 42 judges whether the game ball has entered the first start hole 15 based on whether a detection signal has been input from the first start sensor SE1. When the game ball has entered the first start hole 15, the main CPU 42 judges whether the first special reserved number stored in the main RWM 44 is less than the upper limit number. When the first special reserved number is less than the upper limit number, the main CPU 42 adds 1 to the first special reserved number to update it. Next, the main CPU 42 controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. The main CPU 42 stores a control command (hereinafter, referred to as the first reserved command) that can identify the first special reserved number in the output buffer. The control command stored in the output buffer is output to the sub-control board 50 by an information output process executed as an interrupt process. In this way, the reservation condition of the first special game is established when the game ball is detected by the first start sensor SE1 when the first special reserved number is less than the upper limit number.
[0061] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45, and stores random number information based on the acquired random numbers in the main RWM 44. For example, the random numbers are special winning random numbers used in a winning lottery, big winning symbol random numbers used to determine a big winning symbol, and variation pattern random numbers used to determine a variation pattern. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. By storing the random number information used for the first special game in the main RWM 44, the gaming machine 10 can suspend the execution of the first special game until the execution condition of the first special game is established. In other words, the gaming machine 10 is configured to be able to suspend the execution of the first special game based on the entry of a gaming ball into the first starting hole 15.
[0062] When the random number information for the first special game is stored in the main RWM 44, if a game ball has not entered the first start hole 15 and if the first special reserved number is not less than the upper limit number, the main CPU 42 judges whether or not a game ball has entered the second start hole 16 based on whether or not a detection signal has been input from the second start sensor SE2. If a game ball has not entered the second start hole 16, the main CPU 42 ends the special symbol input process. If a game ball has entered the second start hole 16, the main CPU 42 judges whether or not the second special reserved number stored in the main RWM 44 is less than the upper limit number. If the second special reserved number is not less than the upper limit number, the main CPU 42 ends the special symbol input process. If the second special reserved number is less than the upper limit number, the main CPU 42 adds 1 to the second special reserved number to update it. The main CPU 42 controls the second special reserved display unit 13d to display information that can identify the updated second special reserved number. The main CPU 42 stores a control command (hereinafter, referred to as a second reservation command) capable of specifying the second special reservation number in the output buffer. In this manner, the reservation condition of the second special game is established when the game ball is detected by the second start sensor SE2 when the second special reservation number is less than the upper limit number.
[0063] Next, the main CPU 42 acquires the random number generated by the random number circuit 45, and stores random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the storage order of the random number information. By storing the random number information used for the second special game in the main RWM 44, the gaming machine 10 can suspend the execution of the second special game until the execution condition of the second special game is satisfied. In other words, the gaming machine 10 is configured to be able to suspend the execution of the second special game based on the entry of a gaming ball into the second starting hole 16. Thereafter, the main CPU 42 ends the special symbol input process.
[0064] Next, the special symbol start process will be described. In the special symbol start process, the main CPU 42 judges whether or not a special game can be executed. The main CPU 42 judges positively when it is not during a big win game, when it is not during a special game, and when it is not during an interval period after the special game ends. On the other hand, the main CPU 42 judges negatively when it is during a big win game, when a special game is being executed, or when it is during an interval period after the special game ends. When it is not possible to execute a special game, the main CPU 42 ends the special symbol start process. When it is possible to execute a special game, the main CPU 42 judges whether or not the second special reserved number is 1 or more. When the second special reserved number is not 1 or more, the main CPU 42 judges whether or not the first special reserved number is less than 1. When the first special reserved number is less than 1, the main CPU 42 ends the special symbol start process.
[0065] If the first special reserved number is not less than 1, the main CPU 42 performs a process to execute the first special game. Specifically, the main CPU 42 updates the first special reserved number by subtracting 1. The main CPU 42 controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. Then, the main CPU 42 performs a winning lottery. Specifically, the main CPU 42 acquires the random number information stored first from the main RWM 44 among the random number information for the first special game. Next, the main CPU 42 performs a winning lottery to determine whether or not a jackpot is won using the special winning random number and the jackpot determination value identified from the acquired random number information. The main CPU 42 performs a winning lottery with a jackpot probability according to the current probability state (either a high probability state or a low probability state) and determines whether or not a jackpot is won. The jackpot probability in a high probability state is higher than the jackpot probability in a low probability state.
[0066] When a jackpot is won in the winning lottery, the main CPU 42 performs a jackpot game process. In the jackpot game process, the main CPU 42 performs a jackpot pattern lottery using a jackpot pattern random number and a jackpot pattern determination value that can be specified from the random number information, and determines a jackpot pattern to be displayed as a definite stop in the first special game. Then, the main CPU 42 performs a variation pattern lottery using a variation pattern random number and a variation pattern determination value that can be specified from the random number information, and selects a variation pattern from a plurality of types of variation patterns. In this embodiment, the variation patterns that can be determined when a jackpot is won in the winning lottery are variation pattern HP14 and variation pattern HP15. After that, the main CPU 42 ends the special pattern start process.
[0067] If the jackpot is not won in the winning lottery, the main CPU 42 performs a losing game process. In the losing game process, the main CPU 42 determines a losing symbol to be displayed as a definite stop in the first special game. Then, the main CPU 42 performs a variation pattern lottery using a variation pattern random number and a variation pattern determination value that can be specified from the random number information, and selects a variation pattern from a plurality of types of variation patterns. In this embodiment, the variation patterns that can be determined if the jackpot is not won in the winning lottery are the variation patterns HP11 to HP13. After that, the main CPU 42 ends the special symbol start process.
[0068] When the second special reserved number is 1 or more, the main CPU 42 executes a process to execute a second special game. The process to execute a second special game is the process to execute a first special game by replacing the "first special game" with the "second special game", the "first special reserved number" with the "second special reserved number", and the "first special reserved display section 13c" with the "second special reserved display section 13d", so a detailed description thereof will be omitted. In other words, the main CPU 42 performs subtraction of the second special reserved number, a winning lottery, and any game process based on the result of the winning lottery, and then ends the special symbol start process.
[0069] The main CPU 42 stores a variation start command and a special symbol command in an output buffer in a jackpot game process or a loss game process. The variation start command is a control command capable of specifying a variation pattern determined in each game process and the start of a special game (performance game). The special symbol command is a control command capable of specifying a special symbol determined in each game process. The variation start command and the special symbol command are different control commands when the game process of the first special game is executed and when the game process of the second special game is executed.
[0070] When the special symbol start process is completed, the main CPU 42 executes the first special game or the second special game by a process separate from the special symbol start process. Specifically, when the main CPU 42 executes the first special game process, the main CPU 42 executes the first special game process. In the first special game process, the main CPU 42 controls the first special symbol display unit 13a to start the variable display of the special symbol, and starts measuring the variable time. When the variable time set in the variable pattern has elapsed, the main CPU 42 controls the first special symbol display unit 13a to display the special symbol determined in the special symbol start process as a fixed stop. In addition, when the variable time set in the variable pattern has elapsed, the main CPU 42 stores a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the variable display of the special symbol in the output buffer. The variable end command is also a control command capable of specifying the start of the fixed stop display of the special symbol.
[0071] When the main CPU 42 displays the special symbol in a fixed stop state, it starts measuring the fixed stop time of the special symbol. The main CPU 42 controls the first special symbol display unit 13a so that the type of the displayed special symbol does not change until the fixed stop time of the special symbol has elapsed. In other words, the main CPU 42 controls the first special symbol display unit 13a so that the special symbol is displayed in a fixed stop state until the fixed stop time has elapsed. In this embodiment, the fixed stop time is 500 ms. When the fixed stop time has elapsed, the main CPU 42 ends the first special game and stores a control command capable of identifying the end of the special game (hereinafter, referred to as a special game end command) in the output buffer.
[0072] When the main CPU 42 ends the first special game, it starts measuring the interval time and stores information capable of identifying that it is the interval period in the main RWM 44. Therefore, the special game end command can be said to be a control command capable of identifying that the interval period has started. The main CPU 42 controls the first special symbol display unit 13a so that the type of the displayed special symbol does not change until the interval time has elapsed. In other words, the main CPU 42 controls the first special symbol display unit 13a so that the special symbol is displayed in a fixed, stopped state until the interval time has elapsed. Not limited to this, the main CPU 42 may control the first special symbol display unit 13a so that the special symbol is not displayed when the measurement of the interval time has started. For example, the main CPU 42 may control the first special symbol display unit 13a so that the special symbol is not displayed when the measurement of the interval time has started.
[0073] When the interval time has elapsed, the main CPU 42 stores information capable of identifying that it is not an interval period in the main RWM 44. Then, the main CPU 42 sets information capable of identifying that the interval time has elapsed (hereinafter, referred to as an interval end command) in the output buffer. The main CPU 42 measures the variable time, fixed stop time, and interval time by performing a predetermined interrupt process.
[0074] When the main CPU 42 executes the second special game, it executes the second special game process. The second special game process is a process in which the "first special game" in the first special game process is replaced with the "second special game" and the "first special symbol display section 13a" is replaced with the "second special symbol display section 13b", and therefore a detailed description thereof will be omitted.
[0075] When the interval period has elapsed, if the special symbol displayed as a fixed stop is a jackpot symbol, the main CPU 42 executes a jackpot game process, which will be described later. When the special symbol displayed as a fixed stop is a losing symbol, the main CPU 42 can start a new special game. In this way, the gaming machine 10 can start the next special game when the interval period has elapsed after the special symbol is displayed as a fixed stop and the special game has ended.
[0076] Next, the big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. The main CPU 42 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main CPU 42 awards the specified type of jackpot game.
[0077] First, the main CPU 42 stores a control command (hereinafter, referred to as an opening command) capable of identifying the start of the opening period in the output buffer. When the opening time has elapsed, the main CPU 42 performs a process for executing a round game. That is, the main CPU 42 controls the special solenoid SL2 using the specified opening control data for the big win game to set the big win opening 18 to the first state. When the number of game balls detected by the special win sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the main CPU 42 controls the special solenoid SL2 to set the big win opening 18 to the second state, thereby ending the round game. The main CPU 42 repeatedly performs such a process for executing a round game until the upper limit number of round games set for the big win game is completed. The main CPU 42 stores a control command (hereinafter, referred to as a round command) capable of identifying the start of a round game in the output buffer every time a round game is started. When the main CPU 42 ends the final round of play, it stores a control command capable of identifying the start of the ending period (hereinafter, referred to as an ending command) in the output buffer. When the ending time has elapsed, the main CPU 42 ends the big win game.
[0078] Next, processing related to the game state will be described. When the main CPU 42 shifts the probability state and the winning state, the main CPU 42 updates the game state information and stores it in the main RWM 44. Specifically, when the main CPU 42 controls to a low probability state and a non-time-shortening state, the main CPU 42 stores low-probability non-time-shortening information as game state information in the main RWM 44. At this time, the main CPU 42 stores a control command (hereinafter referred to as a low-probability non-time-shortening command) that can specify that the state is controlled to a low probability state and a non-time-shortening state in the output buffer. When the main CPU 42 controls to a high probability state and a time-shortening state, the main CPU 42 stores high-probability time-shortening information as game state information in the main RWM 44. At this time, the main CPU 42 stores a control command (hereinafter referred to as a high-probability time-shortening command) that can specify that the state is controlled to a high probability state and a time-shortening state in the output buffer. When the main CPU 42 controls to a low probability state and a time-shortening state, the main CPU 42 stores low-probability time-shortening information as game state information in the main RWM 44. At this time, the main CPU 42 stores in the output buffer a control command that can specify that the game will be controlled to the low-probability state and the time-shortening state (hereinafter, referred to as a first low-probability time-shortening command).
[0079] When the main CPU 42 ends a jackpot game based on a specific symbol, it stores high-probability time-shortening information in the main RWM 44. That is, the main CPU 42 controls to a high-probability state and a time-shortening state. On the other hand, when the main CPU 42 ends a jackpot game based on a normal symbol, it stores low-probability time-shortening information in the main RWM 44. That is, the main CPU 42 controls to a low-probability state and a time-shortening state. When starting a jackpot game, the main CPU 42 stores low-probability non-time-shortening information in the main RWM 44. That is, the main CPU 42 controls to a low-probability state and a non-time-shortening state during a jackpot game.
[0080] The main CPU 42 counts the number of times the special game is executed after the end of the jackpot game based on the normal symbol by updating the value of the execution counter stored in the main RWM 44 each time the special game is started after the end of the jackpot game based on the normal symbol. When the special game in which the number of times the special game is executed after the end of the jackpot game reaches a specified number is ended, the main CPU 42 stores low probability non-time-saving information in the main RWM 44. That is, when the specified number of special games are ended after the end of the jackpot game based on the normal symbol, the main CPU 42 controls to a low probability state and a non-time-saving state. Note that the main CPU 42 controls to a high probability state and a time-saving state after the end of the jackpot game based on the specific symbol until the start of the next jackpot game.
[0081] Next, the normal symbol input process will be described. In the normal symbol input process, the main CPU 42 judges whether the game ball has passed (entered) the gate 25 based on whether a detection signal has been input from the normal start sensor SE4. If the game ball has not passed the gate 25, the main CPU 42 ends the normal symbol input process. On the other hand, if the game ball has passed the gate 25, the main CPU 42 judges whether the normal reserved number stored in the main RWM 44 is less than the upper limit number. If the normal reserved number is not less than the upper limit number, the main CPU 42 ends the normal symbol input process. If the normal reserved number is less than the upper limit number, the main CPU 42 updates the normal reserved number by adding 1. The main CPU 42 controls the normal reserved display unit 13f to display information that can identify the updated normal reserved number.
[0082] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45, and stores random number information based on the acquired random numbers in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is for the normal game, and the storage order of the random number information. Thereafter, the main CPU 42 ends the normal symbol input process. By storing the random number information used for the normal game in the main RWM 44, the gaming machine 10 can suspend the execution of the normal game until the execution condition of the normal game is satisfied.
[0083] Next, the normal symbol start process will be described. In the normal symbol start process, the main CPU 42 judges whether or not the execution condition of the normal game is established. The main CPU 42 judges positively when the normal winning game is not being played and the normal game is not being played, whereas it judges negatively when the normal winning game is being played or the normal game is being played. When the execution condition of the normal game is not established, the main CPU 42 ends the normal symbol start process. When the execution condition of the normal game is established, the main CPU 42 judges whether or not the normal reserved number is greater than 0. When the normal reserved number is 0, the main CPU 42 ends the normal symbol start process. When the normal reserved number is greater than 0, the main CPU 42 executes a process to execute the normal game. Specifically, the main CPU 42 updates the normal reserved number by subtracting 1. The main CPU 42 controls the normal reserved display unit 13f to display information that can identify the updated normal reserved number. Next, the main CPU 42 acquires the random number information that was stored first among the random number information for the normal game from the main RWM 44. Next, the main CPU 42 uses the acquired random number information to perform a normal lottery (normal win judgment) to determine whether or not a normal win has been won. The main CPU 42 performs a normal lottery with a normal win probability according to the current ball entry state (either non-time-saving state or time-saving state) and judges whether or not a normal win has been won. The normal win probability in the time-saving state is higher than the normal win probability in the non-time-saving state.
[0084] When a normal win is won, the main CPU 42 determines the normal winning symbol to be displayed as a fixed stop in the normal game and the fluctuation time of the normal game, and then ends the normal symbol start process. When a normal win is not won, the main CPU 42 determines the normal losing symbol to be displayed as a fixed stop in the normal game and the fluctuation time of the normal game, and then ends the normal symbol start process. In this embodiment, the fluctuation time of the normal game in the time-saving state is shorter than the fluctuation time of the normal game in the non-time-saving state. Therefore, in the time-saving state, the number of normal lotteries executed per unit time is likely to be greater than in the non-time-saving state. As a result, in the time-saving state, the number of times that a normal win is won per unit time is likely to be greater than in the non-time-saving state. Therefore, in the time-saving state, the degree of advantage regarding the entry of a game ball into the second start hole 16 is higher than in the non-time-saving state. When the normal symbol start process is ended, the main CPU 42 executes the normal game by a process other than the normal symbol start process. Specifically, the main CPU 42 starts the normal game. After that, the main CPU 42 controls the normal symbol display unit 13e so that the normal symbol determined in the normal symbol start process is displayed as a fixed stop when the variable time determined in the normal symbol start process has elapsed.
[0085] The main CPU 42 controls the normal symbol display unit 13e so that the type of the displayed normal symbol does not change until the fixed stop time of the normal symbol has elapsed. In other words, the main CPU 42 controls the normal symbol display unit 13e so that the normal symbol is fixed and displayed until the fixed stop time has elapsed. When the fixed stop time has elapsed, the main CPU 42 ends the normal game. When the fixed stop time has elapsed, if the fixed and displayed normal symbol is a normal winning symbol, the main CPU 42 executes a normal winning game process, which will be described later. When the fixed stop time has elapsed, if the fixed and displayed normal symbol is a normal losing symbol, the main CPU 42 can start a new normal game.
[0086] Next, the normal winning game process will be described. The normal winning game process is a process for granting a normal winning game. In the normal winning game process, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operating mode when the time is reduced, when the time is reduced. The main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operating mode when the time is reduced, when the time is not reduced. In this embodiment, the operating mode of the normal variable member 17 when the time is reduced is greater in the number of times that the normal variable member 17 becomes the first state in one normal winning game, and the time that the normal variable member 17 becomes the first state is longer, compared to the operating mode of the normal variable member 17 when the time is not reduced. Therefore, when the normal variable member 17 operates in the operating mode when the time is reduced, it is easier to make the game ball enter the second starting hole 16 than when the normal variable member 17 operates in the operating mode when the time is not reduced. In other words, when the time-saving state is in effect, there is a higher degree of advantage in terms of the game ball entering the second starting hole 16 than when the time-saving state is not in effect.
[0087] Next, various processes performed by the sub-CPU 51 of the sub-control board 50 will be described. First, the power-on process when power supply starts (power restoration) will be described. When power supply starts, the sub-CPU 51 may control the movable body EY to execute a predetermined initial operation. As will be described in detail later, in the gaming machine 10, when power supply starts, the initial operation of the movable body EY may be performed or may not be performed. For example, the initial operation of the movable body EY is performed in a manner in which the movable body EY is displaced to a performance position EI and then displaced from the performance position EI to an original position GI.
[0088] When power supply starts, the sub-CPU 51 may control the rocking device 14 to execute a predetermined initial operation. As will be described in detail later, in the gaming machine 10, when power supply starts, the initial operation of the rocking device 14 may be performed or not performed. That is, in the gaming machine 10, when power supply starts, the initial operation of the transparent section 12 may be performed or not performed. For example, the initial operation of the rocking device 14 is performed in a manner in which the rocking device 14 rocks a predetermined number of times.
[0089] In the power-on process, when the secondary CPU 51 inputs an initialization command, it executes the secondary initialization process. In the secondary initialization process, the secondary CPU 51 initializes various pieces of information stored in the secondary RWM 53, including performance information. Then, the secondary CPU 51 controls some or all of the performance display device EH, the decorative lamp LA, and the speaker SP to execute an RWM clear notification (initialization notification). For example, the RWM clear notification is executed in a manner in which an image that can identify the execution of RWM clear, such as the character string "RWM cleared", is displayed on the performance display device EH. After that, the secondary CPU 51 ends the power-on process and waits until various pieces of control information (control commands) are input from the main control board 40.
[0090] In the power-on process, when the secondary CPU51 inputs a recovery command, it controls some or all of the performance display device EH, decorative lamp LA, and speaker SP to execute a power restoration notification. For example, the power restoration notification is executed in a manner in which an image that can identify the resumption of power supply, such as the character string "Power restoration in progress", is displayed on the performance display device EH. This is not a limitation, and the secondary CPU51 does not have to execute the power restoration notification. After that, the secondary CPU51 ends the power-on process and waits until various control information (control commands) are input from the main control board 40.
[0091] Next, the big win effect processing will be described. The big win performance process is a process for executing performance and notification during a big win game. When the sub-CPU51 inputs an opening command, it controls the performance display device EH, the decorative lamp LA, and the speaker SP to execute an opening performance. Also, when the sub-CPU51 inputs an opening command, it controls the performance display device EH, the decorative lamp LA, and the speaker SP to execute a right hit notification. For example, the right hit notification is executed in a manner in which an image that can specify that a right hit is recommended so that the game ball can easily enter the big prize opening 18, such as a character string "Please hit right", is displayed on the performance display device EH. In other words, the right hit notification is executed in a manner that can specify an operation mode of the launch handle HD that is advantageous for the player in a big win game. As described above, the performance display device EH is assembled to the game board YB so that the image display unit GH can be seen through the transparent part 12. Therefore, the right hit notification is visible through the transparent part 12. In this way, the gaming machine 10 is configured so that the player can visually recognize the right hit notification through the transparent portion 12.
[0092] The sub-CPU51 controls the performance display device EH, the decorative lamp LA, and the speaker SP to end the right hit notification when a predetermined time has elapsed since the start of the right hit notification. In this embodiment, the predetermined time is the same as or approximately the same as the opening time. That is, in the gaming machine 10, the right hit notification starts with the start of the opening period, and ends with the end of the opening period. In this way, in a big win game, a right hit notification is executed that can specify the operation mode of the launch handle HD that is advantageous to the player. In this embodiment, the right hit notification corresponds to a specific notification. When the sub-CPU51 inputs a round command, it controls the performance display device EH, the decorative lamp LA, and the speaker SP to execute a round performance. When the sub-CPU51 inputs an ending command, it controls the performance display device EH, the decorative lamp LA, and the speaker SP to execute an ending performance.
[0093] Next, the effect game process will be described. The presentation game process is a process for executing a presentation game as one of the display presentations related to a special game during the execution of the special game. When the sub-CPU51 inputs a variation start command and a special symbol command, it controls the presentation display device EH to execute a presentation game corresponding to the special game. Specifically, when the sub-CPU51 inputs a variation start command, it determines the variation content (presentation content) of the presentation game based on a variation pattern that can be specified from the variation start command. Based on a special symbol that can be specified from the input special symbol command, the sub-CPU51 determines a symbol combination to be displayed as a definite stop in the presentation game. When a jackpot symbol can be specified from the special symbol command, the sub-CPU51 determines a jackpot symbol combination. When a losing symbol can be specified from the special symbol command, the sub-CPU51 determines a losing symbol combination. When a losing variation pattern associated with the execution of a reach presentation is specified, the sub-CPU51 determines a losing symbol combination including a reach.
[0094] In the performance game process, the sub-CPU51 controls the performance display device EH so that the performance display of each symbol row starts when the variation start command is input. That is, the sub-CPU51 starts the performance game. The sub-CPU51 controls the performance display device EH so that the performance game is performed based on the determined performance content during the variation time set in the variation pattern. Then, the sub-CPU51 controls the performance display device EH so that the performance patterns of all symbol rows are displayed temporarily when a predetermined timing arrives after the performance game is started. That is, the sub-CPU51 controls the performance display device EH so that the symbol combination is displayed temporarily when a predetermined timing arrives after the performance game is started. After that, the sub-CPU51 controls the performance display device EH so that the performance patterns of all symbol rows are displayed as fixed stops when the variation end command is input. That is, the sub-CPU51 controls the performance display device EH so that the symbol combination is displayed as fixed stops when the variation end command is input. After the sub-CPU51 displays the symbol combination as a fixed stop, the sub-CPU51 controls the effect display device EH so that the symbol combination is displayed as a fixed stop until a special game end command is input. When the sub-CPU51 inputs the special game end command, the sub-CPU51 ends the effect game. After the sub-CPU51 ends the effect game, the sub-CPU51 controls the effect display device EH so that the symbol combination is displayed as a fixed stop until an interval end command is input.
[0095] The display contents of the effect display device EH when an effect game is executed will be described below. 6(a) to 6(g) show an example of the display contents of the effect display device EH from before the start of the effect game to the end of the effect game.
[0096] As shown in Fig. 6(a), before the start of the effect game, the effect display device EH displays the symbol combination that was determined and stopped in the previous effect game. As shown in Fig. 6(b), the effect display device EH starts scrolling the effect symbols of each symbol row with the start of the effect game. After that, as shown in Fig. 6(c), the effect display device EH scrolls the effect symbols of each symbol row at a faster speed than when the effect game started.
[0097] As shown in FIG. 6(d), in the performance display device EH, the performance symbols of the left pattern column HZ and the right pattern column MZ are temporarily stopped and displayed to form a reach. At this time, in the performance display device EH, the performance symbols of the middle pattern column NZ continue to be scrolled and displayed. After that, the reach performance is executed in the performance display device EH. In the performance display device EH, when a predetermined timing arrives after the performance game is started, the reach performance ends. Then, as shown in FIG. 6(e), in the performance display device EH, the performance symbols of all the pattern columns are temporarily stopped and displayed.
[0098] After that, as shown in FIG. 6(f), when the special game is displayed as a fixed stop, the effect display device EH displays the symbol combination as a fixed stop. After that, when the fixed stop time has elapsed, the effect game ends on the effect display device EH. As shown in FIG. 6(g), when the effect game ends, an interval period begins, and the effect display device EH continues to display the symbol combination as a fixed stop. After that, when the interval period has elapsed on the effect display device EH, a new effect game can start. Therefore, after the effect game shown in FIG. 6(g) ends, it can be said that the state is the same as before the start of the effect game shown in FIG. 6(a). In this embodiment, the effect display device EH corresponds to a game execution means capable of executing the effect game. As described above, the effect display device EH is assembled to the game board YB so that the image display unit GH can be viewed through the transparent portion 12. Therefore, the effect game can be viewed through the transparent portion 12. In this way, the gaming machine 10 is configured so that the player can view the effect game through the transparent portion 12.
[0099] As described above, the gaming machine 10 can execute a presentation game using presentation symbols. In the gaming machine 10, a presentation game using presentation symbols is executed between FIG. 6(b) to FIG. 6(f). The presentation symbol states in the presentation game of this embodiment include a variable state, a provisional stop state, and a fixed stop state. In the following description, the variable state as a state related to the presentation symbol in the presentation game is simply referred to as a "variable state", the provisional stop state as a state related to the presentation symbol in the presentation game is simply referred to as a "provisional stop state", and the fixed stop state as a state related to the presentation symbol in the presentation game is simply referred to as a "fixed stop state". In this specification, the "variable state" refers to a state in which the presentation symbols are displayed in a variable manner (scrolled display) in one or more of the left pattern column HZ, the middle pattern column NZ, and the right pattern column MZ. In other words, the variable state is a state in which at least some of the presentation symbols are displayed in a variable manner (scrolled display) as shown in FIG. 6(b) to FIG. 6(d).
[0100] In this specification, the "temporary stop state" means a state in which the performance symbols are temporarily displayed in all of the left pattern column HZ, the middle pattern column NZ, and the right pattern column MZ. As described above, the temporary stop display is a display in which the performance symbols are swaying. In this embodiment, the temporary stop display is a display in which the symbols are swaying in the up-down direction. Therefore, the temporary stop state is a state in which the performance symbols of all of the pattern columns are displayed in a manner in which they sway in the up-down direction. Below, a specific example of the temporary stop state will be described.
[0101] FIG. 7 shows a specific display mode of the effect symbols in FIG. 6(e). In the temporary stop state, the effect symbols of all the symbol rows are displayed in a manner of displacing up and down between the first symbol position ZIa shown by a solid line in the figure and the second symbol position ZIb shown by a two-dot chain line. Each effect symbol is displaced upward from the first symbol position ZIa to the second symbol position ZIb simultaneously or approximately simultaneously, and then displaced downward from the second symbol position ZIb to the first symbol position ZIa. In this embodiment, the maximum displacement amount Y1 that can be displaced upward from the first symbol position ZIa to the second symbol position ZIb is the same as the maximum displacement amount Y1 that can be displaced downward from the second symbol position ZIb to the first symbol position ZIa. In this embodiment, the displacement amount Y1 is 10 mm. The displacement amount Y1 that the effect symbol can be displaced by in the temporary stop state corresponds to the first displacement amount.
[0102] In addition, in this embodiment, the first symbol displacement time required for the displacement (upward displacement) from the first symbol position ZIa to the second symbol position ZIb to start and end is the same as the second symbol displacement time required for the displacement (downward displacement) from the second symbol position ZIb to the first symbol position ZIa to start and end. In the provisional stop state, the upward displacement and the downward displacement are alternately repeated until the fixed stop state is reached. This makes the player see each performance symbol as swaying. In the provisional stop state, the performance symbols are displaced in the vertical direction and displayed within a certain display area of the image display section GH (image display area). In this way, the provisional stop state is a state in which the performance symbols can be dynamically displaced and sway, as shown in FIG. 6(e) and FIG. 7. In this embodiment, the provisional stop state corresponds to a special stop state.
[0103] In addition, when each performance symbol is temporarily stopped and the game enters a fixed stop state, the movement of each performance symbol is stopped, and each performance symbol is fixedly stopped and displayed at the center or approximately the center between the first symbol position ZIa and the second symbol position ZIb. Therefore, in the gaming machine 10, if the time of the temporary stop state (hereinafter referred to as the temporary stop time) is at least the total time of the first symbol displacement time and the second symbol displacement time (hereinafter referred to as the total symbol displacement time), each performance symbol is fixedly stopped and displayed without repeating the displacement of the displacement amount Y1. In this embodiment, there are multiple types of temporary stop times that differ according to the variation content (performance content) of the performance game determined by the sub-CPU 51. The multiple types of temporary stop times include a temporary stop time longer than the total symbol displacement time and a temporary stop time shorter than the total symbol displacement time. As described above, when the game is temporarily stopped, the performance symbol may repeat the displacement of the displacement amount Y1.
[0104] In this specification, the term "determined stop state" refers to a state in which the performance symbols are displayed in a definite stop state in all the pattern columns of the left pattern column HZ, the middle pattern column NZ, and the right pattern column MZ. The definite stop display is a display in which the performance symbols do not change dynamically. The definite stop display is a display in which the performance symbols do not fluctuate and are definitely stopped. In other words, the definite stop state is a state in which the performance symbols are definitely stopped, as shown in FIG. 6(f). In this embodiment, the definite stop state corresponds to a specific stop state. In the performance game, the pattern combination cannot change between the time when the definite stop state is entered and the time when the performance game ends. Therefore, in the performance game, the result of the performance game is derived by the performance symbols stopping definitely.
[0105] As described above, in the gaming machine 10, after the presentation game ends, the symbol combination is displayed as a fixed stop until the interval period has elapsed. Therefore, in this embodiment, the state of the presentation symbols during the interval period does not include the same state as when the presentation symbols are in a provisionally stopped state. On the other hand, the state of the presentation symbols during the interval period includes the same state as when the presentation symbols are in a fixed stop state. In the gaming machine 10, a new presentation game can be started when the interval period has elapsed. In this way, in the gaming machine 10, the next presentation game can be started when the interval period has elapsed after the presentation game ends in a fixed stop state. In this embodiment, the interval period corresponds to a predetermined period.
[0106] Here, an example of the flow of an effect game according to a variation pattern will be described. FIG. 8(a) shows an example of the flow of the presentation game when the variation pattern HP11 is selected. At time T10, the gaming machine 10 starts a special game and also starts a presentation game, entering a variation state. After that, at time T11, the gaming machine 10 enters a provisional stop state when a predetermined timing arrives. In FIG. 8(a) to FIG. 8(c), the provisional stop state is indicated as "provisional", the definite stop state is indicated as "definite", and the interval period is indicated as "Iv".
[0107] At time T12 when the variation time set for the variation pattern HP11 has elapsed from time T10, the gaming machine 10 is in a fixed stop state. In this embodiment, the provisional stop time from time T11 to time T12 when the variation pattern HP11 is in effect is shorter than the total symbol displacement time. At time T13 when the fixed stop time has elapsed from time T12, the special game ends in the gaming machine 10, and the performance game ends, and an interval period begins. After that, at time T14, the interval period has elapsed in the gaming machine 10, and the next performance game may begin.
[0108] FIG. 8(b) shows an example of the flow of the presentation game when the variation pattern is HP12 or HP14. At time T20, the gaming machine 10 starts a special game and a presentation game, and the gaming machine 10 enters a variation state. At time T21, the gaming machine 10 starts an NR presentation during the variation state. At time T22, when a predetermined timing arrives, the gaming machine 10 ends the NR presentation and enters a temporary stop state. When the variation pattern is HP12 or HP14, the NR presentation may start in the first half of the period in the variation state, or in the second half of the period in the variation state. When the variation pattern is HP12 or HP14, the NR presentation ends when the variation state ends. Therefore, when the variation pattern is HP12 or HP14, the NR presentation is more likely to be performed for a longer period in the second half of the period in the variation state than in the first half of the period in the variation state.
[0109] At time T23 when the variation time determined for the variation patterns HP12 and HP14 has elapsed from time T20, the gaming machine 10 is in a fixed stop state. In this embodiment, the provisional stop time from time T22 to time T23 when the variation patterns HP12 and HP14 are in place is longer than the total symbol displacement time. At time T24 when the fixed stop time has elapsed from time T23, the special game ends in the gaming machine 10, and the performance game ends, and an interval period begins. In the case of the variation pattern HP12, the interval period elapses in the gaming machine 10 at time T25, and the next performance game can begin. In the case of the variation pattern HP14, the interval period elapses in the gaming machine 10 at time T25, and a jackpot game begins.
[0110] FIG. 8(c) shows an example of the flow of the presentation game when the variation pattern is HP13 or HP15. At time T30, the gaming machine 10 starts a special game and a presentation game, and the gaming machine 10 enters a variation state. At time T31, the gaming machine 10 starts an NR presentation during the variation state. After that, at time T32, the gaming machine 10 starts an SR presentation during the variation state. At time T33, when a predetermined timing arrives, the gaming machine 10 ends the SR presentation and enters a temporary stop state. When the variation pattern is HP13 or HP15, the SR presentation may start in the first half of the period in the variation state, or in the second half of the period in the variation state. When the variation pattern is HP13 or HP15, the SR presentation ends when the variation state ends. Therefore, when the variation pattern is HP13 or HP15, the SR presentation is more likely to be performed for a longer period in the second half of the period in the variation state than in the first half of the period in the variation state.
[0111] At time T34 when the variation time determined for the variation patterns HP13 and HP15 has elapsed from time T30, the gaming machine 10 is in a fixed stop state. In this embodiment, the provisional stop time from time T33 to time T34 when the variation patterns HP13 and HP15 are present is longer than the total symbol displacement time. At time T35 when the fixed stop time has elapsed from time T34, the special game ends in the gaming machine 10, and the performance game ends and an interval period starts. In the case of the variation pattern HP13, the interval period elapses in the gaming machine 10 at time T36, and the next performance game can start. In the case of the variation pattern HP15, the interval period elapses in the gaming machine 10 at time T36, and a jackpot game starts.
[0112] Next, the effects that can be executed in the gaming machine 10 of this embodiment will be described. First, the swing effect will be described. The gaming machine 10 is configured to be able to execute a swing effect in which the transparent portion 12 swings by swinging the swing device 14. As will be described in detail later, in this embodiment, the swing effect can be executed during execution of a performance game, during an interval period, or during a big win game.
[0113] As shown in FIG. 9, in the gaming machine 10, when a rocking effect is executed, the rocking device 14 rocks in the up-down direction. As a result, in the gaming machine 10, the transparent part 12 can be displaced in the up-down direction between a first transparent part position TIa shown by a solid line in the figure and a second transparent part position TIb shown by a two-dot chain line. That is, in the gaming machine 10, the rocking device 14 rocks, causing the transparent part 12 to rock. In this way, in the gaming machine 10, the transparent part 12 can rock as the rocking effect is executed. In FIG. 9, the transparent part 12 is omitted except for a part, but actually covers the entire opening 21 of the front frame 11c. That is, in the gaming machine 10, the rocking device 14 rocks, causing the entire transparent part 12 to be displaced in the up-down direction. In this way, the performances that the gaming machine 10 can execute include rocking effects that can be executed by rocking the rocking device 14.
[0114] The transmitting section 12 is displaced from the first transmitting section position TIa to the second transmitting section position TIb as the rocking device 14 is displaced upward. The transmitting section 12 is displaced from the second transmitting section position TIb to the first transmitting section position TIa as the rocking device 14 is displaced downward. The transmitting section 12 is displaced upward from the first transmitting section position TIa to the second transmitting section position TIb, and then displaced downward from the second transmitting section position TIb to the first transmitting section position TIa. In this embodiment, the maximum displacement amount Y2 by which the transmitting section 12 can be displaced upward from the first transmitting section position TIa to the second transmitting section position TIb is the same as the maximum displacement amount Y2 by which the transmitting section 12 can be displaced upward from the first transmitting section position TIa to the second transmitting section position TIb. In this embodiment, the displacement amount Y2 is 2 mm, which is smaller than the displacement amount Y1 (10 mm). That is, the displacement amount Y2 by which the transparent portion 12 can be displaced as the swing performance is executed is smaller than the displacement amount Y1 by which the performance pattern can be displaced when in a temporary stop state. Also, as described above, when the fixed stop state is reached, each performance pattern is displayed as a fixed stop at the center or approximately the center between the first pattern position ZIa and the second pattern position ZIb. Therefore, the displacement amount from the first pattern position ZIa to the position of the performance pattern when in a fixed stop state is half the displacement amount Y1 and is larger than the displacement amount Y2. The displacement amount from the second pattern position ZIb to the position of the performance pattern when in a fixed stop state is half the displacement amount Y1 and is larger than the displacement amount Y2. In this embodiment, the displacement amount Y2 by which the transparent portion 12 can be displaced as the swing performance is executed corresponds to the second displacement amount.
[0115] In this embodiment, the first transparent portion displacement time required for displacement (upward displacement) from the first transparent portion position TIa to the second transparent portion position TIb from start to finish is the same as the second transparent portion displacement time required for displacement (downward displacement) from the second transparent portion position TIb to the first transparent portion position TIa from start to finish. The first transparent portion displacement time and the second transparent portion displacement time can be calculated from the rotation speed of the DC motor of the rocking device 14. In the gaming machine 10, the upward displacement and the downward displacement are alternately repeated until the rocking performance ends.
[0116] In addition, when the execution of the rocking performance is finished, the displacement of the transparent part 12 is stopped even if the displacement of the transparent part 12 is in the middle. Therefore, in the gaming machine 10, if the execution time of the rocking performance (hereinafter referred to as the rocking performance time) is not at least the total time of the first transparent part displacement time and the second transparent part displacement time (hereinafter referred to as the total transparent part displacement time), the rocking performance ends without the transparent part 12 repeating the displacement of the displacement amount Y2. As will be described later, in this embodiment, there are multiple types of rocking performance times. The multiple types of rocking performance times include rocking performance times longer than the total transparent part displacement time and rocking performance times shorter than the total transparent part displacement time. In this way, when the rocking performance is being executed, the transparent part 12 may repeat the displacement of the displacement amount Y2.
[0117] Next, the movable body effects and effect effects will be explained. The gaming machine 10 is configured to be capable of executing a movable body effect in which the movable body EY is displaced from an original position GI to an effect position EI. In this embodiment, the movable body effect can be executed while an effect game is being executed. The gaming machine 10 is configured to be capable of executing an effect effect in which a predetermined image can be dynamically displaced in the effect display device EH. In this embodiment, the effect effect can be executed while an effect game is being executed.
[0118] 10(a) and 10(b) show an example of a case where an effect performance is executed while a movable body performance is being executed. As shown in FIG. 10(a), in the gaming machine 10, when the movable body effect is executed, the movable body EY is displaced from the original position GI to the effect position EI. In the gaming machine 10, when the movable body EY is located at the effect position EI, at least a part of the image display section GH (image display area) where the effect pattern is displayed is hidden in a front view. Therefore, in the gaming machine 10, when the movable body EY is located at the effect position EI, the effect pattern is less visible than when the movable body EY is located at the original position GI. That is, in the gaming machine 10, the visibility of the effect pattern is reduced by executing the movable body effect. Also, in the gaming machine 10, when the movable body EY is located at the effect position EI, an effect effect may be executed. In the gaming machine 10, when the effect effect is executed, an effect image EC is displayed on the effect display device EH. The shape and color of the effect image EC may be changed as appropriate. For example, the effect image EC may be an image with a shape and color that imitates a flame.
[0119] As shown in FIG. 10(b), in the gaming machine 10, after the movable body performance is executed and the movable body EY is located at the performance position EI, the effect image EC is displaced in the vertical direction. In the performance display device EH, the effect image EC is displayed in a manner in which it is displaced in the vertical direction between the first image position CIa shown by the two-dot chain line in FIG. 10(b) and the second image position CIb shown by the solid line. The effect image EC is displaced downward from the first image position CIa to the second image position CIb, and then displaced upward from the second image position CIb to the first image position CIa. In this embodiment, the maximum displacement amount Y3 that can be displaced downward from the first image position CIa to the second image position CIb is the same as the maximum displacement amount Y3 that can be displaced upward from the second image position CIb to the first image position CIa. In this embodiment, the displacement amount Y3 is 15 mm, which is larger than the displacement amount Y2 (2 mm). In other words, the displacement amount Y2 by which the transparent portion 12 can be displaced as the rocking effect is executed is smaller than the displacement amount Y3 by which the effect image EC can be dynamically displaced.
[0120] Furthermore, in this embodiment, the first image displacement time required for the displacement (displacement in the downward direction) from the first image position CIa to the second image position CIb to start and end is the same as the second image displacement time required for the displacement (displacement in the upward direction) from the second image position CIb to the first image position CIa to start and end. In addition, in the performance display device EH, downward displacement and upward displacement are alternately repeated until the effect performance ends. In this manner, the effect performance is a performance in which a predetermined image (for example, effect image EC) can be dynamically displaced. In this embodiment, the effect performance corresponds to a special performance.
[0121] In the movable body performance, after the movable body EY is located at the performance position EI, when a predetermined movement time has elapsed, the movable body EY is displaced from the performance position EI to the original position GI. The movable body performance ends when the movable body EY is located at the original position GI. In this manner, in the gaming machine 10, the movable body EY can move from the original position GI to the performance position EI as the movable body performance is executed. When the movable body EY is located at the performance position EI, at least a part of the performance display device EH and the movable body EY overlap when viewed from the front, thereby reducing the visibility of the performance pattern. In this embodiment, the movable body performance corresponds to a specific performance.
[0122] Next, a description will be given of the rocking effect processing performed by the sub-CPU 51 to execute the rocking effect. As shown in Fig. 11, in the swing performance processing, when the sub-CPU 51 inputs a fluctuation start command, the sub-CPU 51 determines whether or not to execute a swing performance by performing a swing performance lottery based on a fluctuation pattern that can be specified from the fluctuation start command. The swing performance lottery is a lottery that determines whether or not to execute a swing performance during a swing state, a temporary stop state, and a fixed stop state. In addition, the swing performance lottery is a lottery that determines whether or not to execute a swing performance during an interval period. Therefore, in the gaming machine 10, when one performance game is executed, a swing performance can be executed during a swing state, a temporary stop state, a fixed stop state, and part or all of the interval period.
[0123] The sub-CPU51 performs a rocking performance drawing to determine whether or not to execute a rocking performance during a varying state. The sub-CPU51 performs a rocking performance drawing to determine whether or not to execute a rocking performance during a provisional stop state. The sub-CPU51 performs a rocking performance drawing to determine whether or not to execute a rocking performance during a fixed stop state. The sub-CPU51 performs a rocking performance drawing to determine whether or not to execute a rocking performance during an interval period.
[0124] The sub-CPU51 performs a rocking effect lottery so that the probability of deciding to execute a rocking effect increases in the order of "-" < "low" < "medium" < "high" shown in the figure. Note that "-" shown in the figure indicates that the probability of executing a rocking effect is 0%. Therefore, "low", "medium", and "high" shown in the figure are probabilities that the probability of executing a rocking effect is higher than 0%. In this specification, the "probability of executing" an effect means that 0% is included. Also, in this specification, the "probability of executing" an effect means that 100% is included. In other words, in the specification, the "probability of executing" an effect means any probability between 0% and 100%.
[0125] For example, when the fluctuation pattern is HP13, the sub-CPU51 performs a swing performance drawing so that the probability of a swing performance being executed during the fluctuation state is higher than the probability of a swing performance being executed during the temporary stop state. For example, when the fluctuation pattern is HP13, the sub-CPU51 performs a swing performance drawing so that the probability of a swing performance being executed during the fluctuation state is higher than the probability of a swing performance being executed during the fixed stop state. For example, when the fluctuation pattern is HP13, the sub-CPU51 performs a swing performance drawing so that the probability of a swing performance being executed during the fluctuation state is higher than the probability of a swing performance being executed during an interval period.
[0126] For example, when the fluctuation patterns are HP14 and HP15, the sub-CPU51 performs a swing performance drawing so that the probability of a swing performance being executed during the fluctuation state is higher than the probability of a swing performance being executed during the provisional stop state. For example, when the fluctuation patterns are HP14 and HP15, the sub-CPU51 performs a swing performance drawing so that the probability of a swing performance being executed during the fluctuation state is higher than the probability of a swing performance being executed during the fixed stop state. For example, when the fluctuation patterns are HP14 and HP15, the sub-CPU51 performs a swing performance drawing so that the probability of a swing performance being executed during the fluctuation state is higher than the probability of a swing performance being executed during the interval period.
[0127] For example, when the fluctuation patterns are HP14 and HP15, the sub-CPU51 performs a swing effect drawing so that the probability of the swing effect being executed during the provisional stop state is higher than the probability of the swing effect being executed during the fixed stop state. For example, when the fluctuation patterns are HP14 and HP15, the sub-CPU51 performs a swing effect drawing so that the probability of the swing effect being executed during the provisional stop state is higher than the probability of the swing effect being executed during the interval period.
[0128] For example, the sub-CPU51 performs a swing effect lottery so that the probability of the swing effect being executed during the fluctuation state when the fluctuation pattern is HP14 or HP15 is higher than the probability of the swing effect being executed during the fluctuation state when the fluctuation pattern is HP13.
[0129] The sub-CPU51 acquires a random number generated by a random number generation process, and uses the acquired random number and a judgment value for the rocking performance selection to determine whether or not to execute a rocking performance. If the acquired random number is smaller than the judgment value for the rocking performance selection, the sub-CPU51 decides to execute a rocking performance. If the acquired random number is equal to or greater than the judgment value for the rocking performance selection, the sub-CPU51 decides not to execute a rocking performance. The judgment values for the rocking performance selection are in the order of increasing values: "low" < "medium" < "high" as shown in the figure.
[0130] If the fluctuation pattern is HP11, the sub-CPU51 may determine not to execute a swing effect during the fluctuation state, the temporary stop state, the fixed stop state, and the interval period without holding a swing effect drawing. If the fluctuation pattern is HP12, the sub-CPU51 may determine not to execute a swing effect during the fluctuation state, the temporary stop state, the fixed stop state, and the interval period without holding a swing effect drawing. If the fluctuation pattern is HP13, the sub-CPU51 may determine not to execute a swing effect during the temporary stop state, the fixed stop state, and the interval period without holding a swing effect drawing.
[0131] Therefore, when a predetermined number of performance games (e.g., 10,000 times) have been executed, the probability that a rocking performance will be executed in a variable state is higher than the probability that a rocking performance will be executed in a fixed stop state. When the game is in a fixed stop state and a winning symbol combination is displayed (derived) as a fixed stop, a rocking performance can be executed. On the other hand, when the game is in a fixed stop state and a losing symbol combination is displayed (derived) as a fixed stop, a rocking performance is not executed. When a predetermined number of performance games have been executed, the probability that a rocking performance will be executed in a variable state is higher than the probability that a rocking performance will be executed in a fixed stop state and a winning symbol combination is displayed (derived) as a fixed stop.
[0132] Regarding the predetermined effect executed in the gaming machine 10, "the probability of execution in a predetermined state is higher than the probability of execution in a state different from the predetermined state" is realized by performing various processes in the gaming machine 10. In other words, the comparison of the probability of executing the predetermined effect is realized by setting the probability of executing the predetermined effect in each state (each situation) so as to satisfy the relationship. For example, the comparison of the probability of executing the rocking effect in each state is realized by performing various processes including a winning lottery, a winning symbol lottery, a variation pattern lottery, and a rocking effect lottery so as to satisfy the relationship. In other words, the comparison of the appearance rate (occurrence rate) of the rocking effect in each state is realized by performing various processes including a winning lottery, a winning symbol lottery, a variation pattern lottery, and a rocking effect lottery so as to satisfy the relationship. The comparison of the frequency of appearance (occurrence frequency) of the rocking effect in each state is realized by carrying out various processes including a winning lottery, a jackpot pattern lottery, a fluctuation pattern lottery, and a rocking effect lottery so as to satisfy the relationship.
[0133] When a predetermined number of performance games have been executed, the probability that a rocking performance will be executed when in a varying state is higher than the probability that a rocking performance will be executed when in a provisional stop state.When a predetermined number of performance games have been executed, the probability that a rocking performance will be executed when in a provisional stop state is higher than the probability that a rocking performance will be executed when in a fixed stop state.When a predetermined number of performance games have been executed, the probability that a rocking performance will be executed when in a provisional stop state is higher than the probability that a rocking performance will be executed when in a fixed stop state and a jackpot symbol combination is displayed (derived) as a fixed stop.
[0134] When a predetermined number of performance games have been executed, the probability of a swing performance being executed in a variable state is higher than the probability of a swing performance being executed in an interval period. In addition, a swing performance can be executed in an interval period after a winning symbol combination is fixedly displayed (derived) as a result of a performance game. On the other hand, a swing performance is not executed in an interval period after a losing symbol combination is fixedly displayed (derived) as a result of a performance game. When a predetermined number of performance games have been executed, the probability of a swing performance being executed in a variable state is higher than the probability of a swing performance being executed in an interval period after a winning symbol combination is fixedly displayed (derived) as a result of a performance game.
[0135] When a predetermined number of performance games have been executed, the probability of executing the rocking performance when in a provisional stop state is higher than the probability of executing the rocking performance when in an interval period. When a predetermined number of performance games have been executed, the probability of executing the rocking performance when in a provisional stop state is higher than the probability of executing the rocking performance when in an interval period after a winning symbol combination is displayed (derived) as a confirmed stop as a result of the performance game.
[0136] When the sub-CPU51 decides to execute the rocking effect during the change state, it performs a lottery for the execution period to determine whether or not to execute the rocking effect in the first half of the change state period and whether or not to execute the rocking effect in the second half of the change state period. Therefore, in the gaming machine 10, when one performance game is executed, it is possible to execute the rocking effect in one or both of the first half of the change state period and the second half of the change state period. For example, when the change pattern is HP13, the sub-CPU51 performs a lottery for the execution period so that the probability of executing the rocking effect in the first half of the change state period is higher than the probability of executing the rocking effect in the second half of the change state period. For example, when the change pattern is HP14 or HP15, the sub-CPU51 performs a lottery for the execution period so that the probability of executing the rocking effect in the second half of the change state period is higher than the probability of executing the rocking effect in the first half of the change state period.
[0137] The sub-CPU51 acquires a random number generated by the random number generation process, and determines whether or not to execute a swing effect in the first half period or the second half period using the acquired random number and the judgment value of the execution period lottery. If the acquired random number is a value smaller than the first judgment value of the execution period lottery, the sub-CPU51 determines to execute a swing effect in both the first half period and the second half period. If the acquired random number is a value smaller than the second judgment value of the execution period lottery, the sub-CPU51 determines to execute a swing effect only in the second half period. If the acquired random number is a value equal to or greater than the second judgment value of the execution period lottery, the sub-CPU51 determines to execute a swing effect only in the first half period. The first judgment value for the execution period lottery is a larger value when the fluctuation patterns are HP14 and HP15 than when the fluctuation pattern is HP13. The second judgment value for the execution period lottery is a larger value when the fluctuation patterns are HP14 and HP15 than when the fluctuation pattern is HP13.
[0138] When the sub-CPU51 decides to execute a rocking performance, it controls the rocking device 14 by a process separate from the rocking performance process so as to execute the rocking performance at the determined execution timing. For example, when the sub-CPU51 decides to execute a rocking performance during the first half of the fluctuation state in the case of fluctuation pattern HP13, it controls the rocking device 14 so as to execute the rocking performance between time T30 and time T32 in Fig. 8(c). For example, when the sub-CPU51 decides to execute a rocking performance during the second half of the fluctuation state in the case of fluctuation pattern HP15, it controls the rocking device 14 so as to execute the rocking performance between time T32 and time T33 in Fig. 8(c).
[0139] When the sub-CPU51 decides to execute a rocking performance during the temporary stop state, it controls the rocking device 14 to execute the rocking performance during the temporary stop state. For example, in the case of the fluctuation pattern HP15, when the sub-CPU51 decides to execute a rocking performance during the temporary stop state, it controls the rocking device 14 to execute the rocking performance between time T33 and time T34 in FIG. 8(c).
[0140] When the sub-CPU51 decides to execute a rocking performance during the fixed stop state, it controls the rocking device 14 to execute the rocking performance during the fixed stop state. For example, in the case of the fluctuation pattern HP15, when the sub-CPU51 decides to execute a rocking performance during the fixed stop state, it controls the rocking device 14 to execute the rocking performance between time T34 and time T35 in FIG. 8(c).
[0141] When the sub-CPU51 determines to execute a swing performance during an interval period, it controls the swing device 14 to execute the swing performance during the interval period. For example, in the case of the fluctuation pattern HP15, when the sub-CPU51 determines to execute a swing performance during the fixed stop state, it controls the swing device 14 to execute the swing performance between time T35 and time T36 in FIG. 8(c).
[0142] The sub-CPU51 controls the rocking device 14 to execute a rocking performance for a rocking performance time according to the timing of executing the rocking performance. In this embodiment, the rocking performance time increases in the following order: "during the confirmed stopped state" < "during the interval period" < "during the provisional stopped state" < "first half period of the fluctuating state" < "second half period of the fluctuating state". The rocking performance time during the confirmed stopped state is shorter than the total transparent part displacement time. The rocking performance time during the interval period is shorter than the total transparent part displacement time. The rocking performance time during the provisional stopped state is longer than the total transparent part displacement time. The rocking performance time during the first half period of the fluctuating state is longer than the total transparent part displacement time. The rocking performance time during the second half period of the fluctuating state is longer than the total transparent part displacement time.
[0143] Also, the sub-CPU51 may execute a swing effect during a jackpot game. The sub-CPU51 controls the swing device 14 to execute a swing effect during a jackpot game based on a specific symbol. On the other hand, the sub-CPU51 does not execute a swing effect during a jackpot game based on a normal symbol. When a round command capable of identifying the final round game is input, the sub-CPU51 controls the swing device 14 to execute a swing effect. Not limited to this, the swing device 14 may be controlled to execute a swing effect when a round command capable of identifying a predetermined number of round games is input. The sub-CPU51 may control the swing device 14 to execute a swing effect when an ending command is input.
[0144] As described above, in the gaming machine 10, the right hit notification starts with the start of the opening period, and ends with the end of the opening period. Therefore, in the gaming machine 10, the swing effect starts after the right hit notification ends. The swing effect time during a jackpot game is longer than the total transparent part displacement time. The swing effect time during a jackpot game is shorter than the swing effect time during the first half of the variable state. In this way, in the gaming machine 10, the swing effect is not executed during at least a part of the period during which the right hit notification is executed during a jackpot game, including the period from the start of the right hit notification until the passage of a predetermined time.
[0145] Next, a description will be given of the movable body performance process performed by the sub-CPU 51 in order to perform the movable body performance. When the sub-CPU 51 determines to perform the rocking performance during the fluctuation state in the rocking performance process, the sub-CPU 51 performs the movable body performance process.
[0146] As shown in Fig. 12, in the movable body performance processing, when the sub-CPU51 decides to execute a rocking performance during a fluctuation state, it performs a movable performance drawing to determine whether or not to execute a movable body performance during the execution of the rocking performance. When the sub-CPU51 decides to execute a rocking performance during the first half of the period in the fluctuation state, it performs a movable performance drawing to determine whether or not to execute a movable body performance during the execution of the rocking performance. When the sub-CPU51 decides to execute a rocking performance during the second half of the period in the fluctuation state, it performs a movable performance drawing to determine whether or not to execute a movable body performance during the execution of the rocking performance.
[0147] The sub-CPU51 performs a movable performance drawing in the order of "low" < "high" shown in the figure so that the probability of deciding to execute the movable body performance is higher. In other words, the sub-CPU51 performs a movable performance drawing so that the probability of executing the movable body performance when the rocking performance is executed in the latter half of the period in the variable state is higher than the probability of executing the movable body performance when the rocking performance is executed in the first half of the period in the variable state. Note that, when the sub-CPU51 decides to execute the rocking performance in the first half of the period in the variable state, it performs a movable performance drawing so that the probability of executing the movable body performance during the execution of the rocking performance is lower than the probability of not executing the movable body performance during the execution of the rocking performance. When the sub-CPU51 decides to execute the rocking performance in the latter half of the period in the variable state, it performs a movable performance drawing so that the probability of executing the movable body performance during the execution of the rocking performance is higher than the probability of not executing the movable body performance during the execution of the rocking performance.
[0148] The sub-CPU51 acquires a random number generated by a random number generation process, and uses the acquired random number and a judgment value for the moving performance lottery to determine whether or not to execute a moving body performance. If the acquired random number is smaller than the judgment value for the moving performance lottery, the sub-CPU51 decides to execute a moving body performance. If the acquired random number is equal to or larger than the judgment value for the moving performance lottery, the sub-CPU51 decides not to execute a moving body performance. The judgment values for the moving performance lottery are larger in the order of "low" < "high" shown in the figure. Also, the judgment value for "low" shown in the figure is a value equal to or smaller than the median of the maximum value of the random number. The judgment value for "high" shown in the figure is a value larger than the median of the maximum value of the random number.
[0149] When the sub-CPU51 decides to execute the moving body performance during the execution of the rocking performance, the sub-CPU51 controls the moving body EY to execute the moving body performance by a process separate from the moving body performance process. In other words, when the sub-CPU51 decides to execute the rocking performance during the first half of the period in the fluctuating state, the sub-CPU51 controls the moving body EY to execute the moving body performance during the first half of the period. When the sub-CPU51 decides to execute the rocking performance during the second half of the period in the fluctuating state, the sub-CPU51 controls the moving body EY to execute the moving body performance during the second half of the period. In this embodiment, the moving body performance starts with the start of the rocking performance and ends with the end of the rocking performance. Not limited to this, the moving body performance may start before or after the start of the rocking performance. The moving body performance may end before or after the end of the rocking performance. The execution period of the moving body performance and the execution period of the rocking performance overlap at least partially.
[0150] In this way, when the rocking performance is executed in the latter half of the period in the fluctuating state, the probability of the movable body performance being executed is higher than when the rocking performance is executed in the first half of the period in the fluctuating state. Here, in the gaming machine 10, when the rocking performance is executed in the fluctuating state, the transparent part 12 rocks, so the visibility of the performance pattern visible through the transparent part 12 is reduced. On the other hand, as described above, in the gaming machine 10, when the movable body performance is executed in the fluctuating state, the visibility of the performance pattern is reduced. In this way, in the gaming machine 10 of this embodiment, when the rocking performance is executed in the fluctuating state, the visibility of the performance pattern is reduced by executing a movable body performance different from the rocking performance.
[0151] Next, the effect effect processing performed by the sub-CPU 51 to execute the effect effect will be described. When the sub-CPU 51 determines to execute the rocking effect during the fluctuation state in the rocking effect processing, it executes the effect effect processing. Note that the effect effect processing is executed after the movable body processing is completed.
[0152] In the effect effect processing, when the sub-CPU51 decides to execute a rocking effect during the fluctuation state, it performs an effect effect drawing to determine whether or not to execute an effect effect during the execution of the rocking effect. When the sub-CPU51 decides to execute a rocking effect during the first half of the period in the fluctuation state, it performs an effect effect drawing to determine whether or not to execute an effect effect during the execution of the rocking effect. When the sub-CPU51 decides to execute a rocking effect during the second half of the period in the fluctuation state, it performs an effect effect drawing to determine whether or not to execute an effect effect during the execution of the rocking effect.
[0153] The sub-CPU51 performs the effect effect drawing so that the probability of the effect effect being executed when the rocking performance is executed during the latter half of the period in the fluctuating state is higher than the probability of the effect effect being executed when the rocking performance is executed during the first half of the period in the fluctuating state. When the sub-CPU51 decides to execute the rocking performance during the first half of the period in the fluctuating state, the sub-CPU51 performs the effect effect drawing so that the probability of the effect effect being executed during the execution of the rocking performance is lower than the probability of not executing the effect effect being executed during the execution of the rocking performance. When the sub-CPU51 decides to execute the rocking performance during the latter half of the period in the fluctuating state, the sub-CPU51 performs the effect effect drawing so that the probability of the effect effect being executed during the execution of the rocking performance is higher than the probability of not executing the effect effect being executed during the execution of the rocking performance.
[0154] In addition, the sub-CPU51 performs the effect performance lottery so that the probability of the effect performance being executed is higher when it is decided to execute the movable body performance during the execution of the rocking performance than when it is decided not to execute the movable body performance during the execution of the rocking performance. In other words, when the movable body performance is executed when the rocking performance is executed, the probability of the effect performance being executed is higher than when the movable body performance is not executed when the rocking performance is executed.
[0155] The sub-CPU51 acquires a random number generated by a random number generation process, and determines whether or not to execute an effect performance using the acquired random number and a judgment value for the effect performance lottery. The sub-CPU51 decides to execute an effect performance when the acquired random number is a value smaller than the judgment value for the effect performance lottery. The sub-CPU51 decides not to execute an effect performance when the acquired random number is a value equal to or larger than the judgment value for the effect performance lottery. The judgment value for the effect performance is a larger value when it is determined to execute a rocking performance during the latter half of the period in the variable state than when it is determined to execute a rocking performance during the first half of the period in the variable state. Also, the judgment value for the effect performance is a larger value when it is determined to execute a movable body performance during the execution of a rocking performance than when it is determined not to execute a movable body performance during the execution of a rocking performance.
[0156] When the sub-CPU51 decides to execute an effect effect during execution of a rocking performance, it controls the performance display device EH to execute the effect effect by a process separate from the effect effect process. In this embodiment, the effect effect starts when the rocking performance starts and ends when the rocking performance ends. Not limited to this, the effect effect may start before or after the rocking performance starts. The effect effect may end before or after the rocking performance ends. The execution period of the effect effect and the execution period of the rocking performance overlap at least partially. In this way, the gaming machine 10 of this embodiment can execute an effect effect different from the movable body performance when the rocking performance is executed in a variable state.
[0157] In addition, the sub-CPU51 may hide the performance symbols when executing the rocking performance during the change state. When the sub-CPU51 executes the rocking performance during the change state, but does not execute the movable body performance during the execution of the rocking performance, the sub-CPU51 controls the performance display device EH to hide the performance symbols during the execution of the rocking performance. Specifically, the sub-CPU51 controls the performance display device EH to hide the performance symbols of all the pattern rows when the rocking performance starts. The sub-CPU51 controls the performance display device EH to hide the performance symbols of all the pattern rows until the rocking performance ends. For example, in the gaming machine 10, as shown in FIG. 9, when the rocking performance is being executed and the movable body performance is not executed, the performance symbols of all the pattern rows are hidden. When the rocking performance ends, the sub-CPU51 controls the performance display device EH to display the performance symbols of all the pattern rows. Not limited to this, the sub-CPU51 may hide the performance symbols before the start of the rocking performance, or may hide the performance symbols after the start of the rocking performance. The sub-CPU 51 may display the performance symbol again before the end of the swing performance, or may end the performance symbol again after the end of the swing performance. The period during which the performance symbol is not displayed and the execution period of the swing performance overlap at least partially.
[0158] In this way, in the gaming machine 10 of the present embodiment, when the swing performance is executed in the variable state, the performance pattern is hidden, thereby making it possible to reduce the visibility of the performance pattern. Then, in the case where the performance pattern is hidden, the gaming machine 10 displays the performance pattern again after the swing performance ends.
[0159] Next, the control relating to the initial operation of the movable body EY performed by the sub-CPU 51 will be described. As described above, in the gaming machine 10, when the power supply starts, there are cases where the initial operation of the movable body EY is performed and cases where the initial operation of the movable body EY is not performed. If the power supply is cut off during the execution of the movable body performance, the sub-CPU 51 controls the movable body EY to perform the initial operation when the power supply starts thereafter. On the other hand, if the power supply is cut off during the non-execution of the movable body performance, the sub-CPU 51 does not cause the movable body EY to perform the initial operation even if the power supply starts thereafter. In this way, in the gaming machine 10, when the power supply is cut off while the movable body performance is being executed, the initial operation of the movable body EY is performed. On the other hand, in the gaming machine 10, when the power supply is cut off while the movable body performance is not being executed, the initial operation of the movable body EY is not performed. The fact that the movable body performance is being executed is an example of the execution condition of the initial operation of the movable body EY being satisfied. The fact that the movable body performance is not being executed is an example of the execution condition of the initial operation of the movable body EY not being satisfied. The gaming machine 10 is configured to be able to execute the initial operation of the movable body EY when the execution condition of the initial operation of the movable body EY is satisfied.
[0160] Next, the control of the initial operation of the oscillating device 14 performed by the sub-CPU 51 will be described. As described above, in the gaming machine 10, when power supply starts, there are cases where the initial operation of the rocking device 14 is performed and cases where the initial operation of the rocking device 14 is not performed. If the power supply is cut off while a rocking performance is being performed, the sub-CPU 51 controls the rocking device 14 to perform the initial operation when power supply starts thereafter. On the other hand, if the power supply is cut off while a rocking performance is not being performed, the sub-CPU 51 does not cause the rocking device 14 to perform the initial operation even if power supply starts thereafter. Therefore, in the gaming machine 10, there are cases where the initial operation of the transparent section 12 is performed and cases where the initial operation of the transparent section 12 is not performed when power supply starts.
[0161] In this way, in the gaming machine 10, if the power supply is cut off while a rocking performance is being performed, the initial operation of the rocking device 14 is performed. On the other hand, in the gaming machine 10, if the power supply is cut off while a rocking performance is not being performed, the initial operation of the rocking device 14 is not performed. In the gaming machine 10, if the power supply is cut off while a rocking performance is being performed, the initial operation of the transparent section 12 is performed. On the other hand, in the gaming machine 10, if the power supply is cut off while a rocking performance is not being performed, the initial operation of the transparent section 12 is not performed.
[0162] The fact that the rocking performance is being executed is an example of the execution conditions for the initial operation of the rocking device 14 being met. The fact that the rocking performance is not being executed is an example of the execution conditions for the initial operation of the rocking device 14 not being met. The gaming machine 10 is configured to be able to execute the initial operation of the rocking device 14 when the execution conditions for the initial operation of the rocking device 14 are met. The fact that the rocking performance is being executed is an example of the execution conditions for the initial operation of the transparent section 12 being met. The fact that the rocking performance is not being executed is an example of the execution conditions for the initial operation of the transparent section 12 not being met. The gaming machine 10 is configured to be able to execute the initial operation of the transparent section 12 when the execution conditions for the initial operation of the transparent section 12 are met.
[0163] Next, we will explain the display mode of the performance pattern in the changing state, temporary stop state, confirmed stop state, and interval period, the swinging mode of the transparent portion 12, the execution probability of the swinging performance, the execution probability of the movable body performance, and the execution probability of the effect performance.
[0164] As shown in Fig. 13, in the gaming machine 10, when in a changing state, a changing display is performed in which the type of the performance pattern changes and is displayed over time in at least some of the symbol rows. That is, in the gaming machine 10, when in a changing state, at least some of the performance patterns are changing. In the gaming machine 10, when a rocking performance is executed in the changing state, the transparent portion 12 rocks. The amount of displacement that the transparent portion 12 can be displaced at this time is the amount of displacement Y2 (2 mm).
[0165] In the gaming machine 10, when in a temporary stop state, a temporary stop display is performed in which the performance symbols are displayed shaking. That is, in the gaming machine 10, when in a temporary stop state, the performance symbols are shaking. The amount of displacement that the performance symbols can be displaced at this time is a displacement amount Y1 (10 mm). In the gaming machine 10, when a shaking performance is executed in a temporary stop state, the transparent portion 12 shakes. The amount of displacement that the transparent portion 12 can be displaced at this time is a displacement amount Y2 (2 mm).
[0166] In the gaming machine 10, when in a fixed stop state, a fixed stop display is performed in which the type of the performance symbol does not change over time and the performance symbol is fixedly displayed as stopped. In other words, in the gaming machine 10, when in a fixed stop state, the performance symbol is fixedly stopped. In the gaming machine 10, when a rocking performance is executed in a fixed stop state, the transparent portion 12 rocks. The amount of displacement that the transparent portion 12 can be displaced at this time is a displacement amount Y2 (2 mm).
[0167] In the gaming machine 10, during an interval period, a definite stop display is performed in which the type of the effect symbol does not change over time and the effect symbol is definitely stopped and displayed. In other words, during an interval period, the effect symbol is definitely stopped in the gaming machine 10. When a swing effect is executed during an interval period in the gaming machine 10, the transparent portion 12 swings. The amount of displacement that the transparent portion 12 can be displaced at this time is a displacement amount Y2 (2 mm).
[0168] In the gaming machine 10, the probability of executing a rocking effect increases in the order of "low" < "medium" < "high" as shown in the figure. Specifically, in the gaming machine 10, the probability of determining to execute a rocking effect during a changing state is higher than the probability of determining to execute a rocking effect during a temporary stop state. Therefore, in the gaming machine 10, assuming that a predetermined number of performance games have been executed, the number of times that a rocking effect is executed during a changing state is likely to be greater than the number of times that a rocking effect is executed during a temporary stop state. In other words, in the gaming machine 10, the rocking effect is more likely to be executed in a changing state than in a temporary stop state.
[0169] In the gaming machine 10, the probability of determining that a rocking effect is to be executed during a varying state is higher than the probability of determining that a rocking effect is to be executed during a fixed stop state. Therefore, in the gaming machine 10, assuming that a predetermined number of performance games have been executed, the number of times that a rocking effect is executed during a varying state is likely to be greater than the number of times that a rocking effect is executed during a fixed stop state. In other words, in the gaming machine 10, the rocking effect is more likely to be executed during a varying state than during a fixed stop state.
[0170] In the gaming machine 10, the probability of determining to execute a rocking effect during a fluctuation state is higher than the probability of determining to execute a rocking effect during an interval period. Therefore, in the gaming machine 10, assuming that a predetermined number of performance games have been executed, the number of times that a rocking effect is executed during a fluctuation state is likely to be greater than the number of times that a rocking effect is executed during an interval period. In other words, in the gaming machine 10, the rocking effect is more likely to be executed during a fluctuation state than during an interval period.
[0171] In the gaming machine 10, the probability of determining to execute a rocking effect during a provisional stop state is higher than the probability of determining to execute a rocking effect during a fixed stop state. Therefore, in the gaming machine 10, assuming that a predetermined number of performance games have been executed, the number of times that a rocking effect is executed during a provisional stop state is likely to be greater than the number of times that a rocking effect is executed during a fixed stop state. In other words, in the gaming machine 10, the rocking effect is more likely to be executed in a provisional stop state than in a fixed stop state.
[0172] In the gaming machine 10, the probability of determining to execute a rocking effect during a provisional stop state is higher than the probability of determining to execute a rocking effect during an interval period. Therefore, in the gaming machine 10, assuming that a predetermined number of performance games have been executed, the number of times that a rocking effect is executed during a provisional stop state is likely to be greater than the number of times that a rocking effect is executed during an interval period. In other words, in the gaming machine 10, the rocking effect is more likely to be executed during a provisional stop state than during an interval period.
[0173] In the gaming machine 10, the probability of determining to execute a rocking effect during a fixed stop state is the same as the probability of determining to execute a rocking effect during an interval period. However, the probability of determining to execute a rocking effect during a fixed stop state may be different from the probability of determining to execute a rocking effect during an interval period.
[0174] In the gaming machine 10, the probability of executing the movable body performance increases in the order of "low" < "high" shown in the figure. Specifically, in the gaming machine 10, the probability of determining to execute the movable body performance when it is determined to execute the rocking performance during the latter half of the period in the fluctuating state is higher than the probability of determining to execute the movable body performance when it is determined to execute the rocking performance during the first half of the period in the fluctuating state. Therefore, in the gaming machine 10, the number of times that the movable body performance is executed when the rocking performance is executed during the latter half of the period in the fluctuating state is likely to be greater than the number of times that the movable body performance is executed when the rocking performance is executed during the first half of the period in the fluctuating state. In other words, in the gaming machine 10, the movable body performance is more likely to be executed when the rocking performance is executed during the latter half of the period in the fluctuating state than when the rocking performance is executed during the first half of the period in the fluctuating state.
[0175] In the gaming machine 10, the probability of effect presentation is higher in the order of "low" < "high" shown in the figure. Specifically, in the gaming machine 10, the probability of effect presentation being determined when it is determined to execute a rocking presentation during the latter half of the period in the fluctuating state is higher than the probability of effect presentation being determined when it is determined to execute a rocking presentation during the first half of the period in the fluctuating state. Therefore, in the gaming machine 10, the number of times that the effect presentation is executed when the rocking presentation is executed during the latter half of the period in the fluctuating state is likely to be greater than the number of times that the effect presentation is executed when the rocking presentation is executed during the first half of the period in the fluctuating state. In other words, in the gaming machine 10, the effect presentation is more likely to be executed when the rocking presentation is executed during the latter half of the period in the fluctuating state than when the rocking presentation is executed during the first half of the period in the fluctuating state.
[0176] In addition, in the gaming machine 10, the probability of determining to execute an effect effect when it is determined that a movable body effect is executed when a rocking effect is executed is higher than the probability of determining to execute an effect effect when it is determined that a movable body effect is not executed when a rocking effect is executed. Therefore, in the gaming machine 10, the number of times that an effect effect is executed when both a rocking effect and a movable body effect are executed is likely to be greater than the number of times that an effect effect is executed when a rocking effect is executed and a movable body effect is not executed. In other words, in the gaming machine 10, an effect effect is more likely to be executed when a movable body effect is executed when a rocking effect is executed than when a movable body effect is not executed when a rocking effect is executed.
[0177] The effects of the embodiment will be described. (1) In a gaming machine configured to be able to execute a rocking effect, it is desirable to execute the rocking effect appropriately.
[0178] In the gaming machine 10, the result of the presentation game is derived by the presentation symbol stopping definitively. In the gaming machine 10, if the transparent part 12 oscillates when the presentation symbol stops definitively, it may hinder the visibility of the presentation symbol. Therefore, in the gaming machine 10, if the transparent part 12 oscillates when the presentation symbol stops definitively, it may become difficult to specify the result of the presentation game. Meanwhile, in this embodiment, when a predetermined number of presentation games are executed, the probability that the oscillating presentation is executed when the device is in a definite stop state is lower than the probability that the oscillating presentation is executed when the device is in a variable state, so that the frequency of the transparent part 12 oscillating when the device is in a definite stop state is low. As a result, according to this embodiment, it is possible to suppress the difficulty in specifying the result of the presentation game while enjoying the oscillating presentation. In this way, according to this embodiment, it is possible to appropriately execute the oscillating presentation.
[0179] (2) In the gaming machine 10, the swing effect can be executed when the result of the performance game is a jackpot pattern combination and a jackpot game is awarded. As a result, according to this embodiment, a player who wants to be awarded a jackpot game can expect the swing effect to be executed, and interest can be improved. Here, in the gaming machine 10, when a predetermined number of performance games are executed, the probability that the swing effect is executed when the game machine is in a fixed stop state and a jackpot pattern combination is derived is lower than the probability that the swing effect is executed when the game machine is in a variable state, so that the frequency with which the transparent portion 12 swings when the game machine is in a fixed stop state is low. As a result, according to this embodiment, it is possible to suppress the difficulty of identifying the result of the performance game while enjoying the swing effect.
[0180] (3) In the gaming machine 10, the right hit notification, which can identify the operation mode of the launch handle HD that is advantageous to the player, can be seen through the transparent portion 12. Therefore, in the gaming machine 10, if the transparent portion 12 swings when the right hit notification is being executed, there is a risk that the visibility of the right hit notification will be hindered. In this embodiment, the swing effect is not executed during at least a part of the period during which the right hit notification is executed in a jackpot game, including the period from the start of the right hit notification until a predetermined time has elapsed. As a result, according to this embodiment, it is possible to enjoy the swing effect while suppressing the obstruction of the visibility of the right hit notification, and to allow the player to understand the operation mode of the launch handle HD that is advantageous to the player.
[0181] (4) In the gaming machine 10, if the transparent portion 12 wobbles when the performance symbols are definitely stopped, it may be difficult to determine the result of the performance game. However, in this embodiment, when a predetermined number of performance games are executed, the probability that the wobbly performance is executed in the definitely stopped state is lower than the probability that the wobbly performance is executed in the tentatively stopped state, so that the frequency of the wobbly portion 12 in the definitely stopped state is low. As a result, according to this embodiment, it is possible to suppress the difficulty in determining the result of the performance game while enjoying the wobbly performance. In this way, according to this embodiment, it is possible to appropriately execute the wobbly performance.
[0182] (5) In the gaming machine 10, when a predetermined number of presentation games have been executed, the probability of executing the swing presentation when the game machine is in a fixed stop state and a winning symbol combination is derived is lower than the probability of executing the swing presentation when the game machine is in a provisional stop state. Therefore, the transmission portion 12 swings less frequently when the game machine is in a fixed stop state. As a result, according to this embodiment, it is possible to prevent the result of the presentation game from becoming difficult to specify while still allowing the player to enjoy the swing presentation.
[0183] (6) In the gaming machine 10, the probability of the oscillation effect being executed is low in the order of the states of the effect symbols in the effect game, namely, "variable state>temporary stop state>determined stop state", so that the frequency of the transparent portion 12 oscillating during the definite stop state is low. As a result, according to the present embodiment, it is possible to suppress the difficulty of identifying the result of the effect game while enjoying the oscillation effect.
[0184] (7) In the gaming machine 10, the result of the presentation game is derived by the presentation symbol being stopped definitively. In the gaming machine 10, when the interval period has elapsed after the presentation game has ended in the definitive stop state, the next presentation game can be started. In the gaming machine 10, if the transparent portion 12 oscillates during the interval period, there is a risk that the presentation game is not over or the next presentation game has started. In other words, in the gaming machine 10, if the transparent portion 12 oscillates during the interval period, there is a risk that the presentation game is being executed even though the presentation game is not being executed. Meanwhile, in this embodiment, when a predetermined number of presentation games have been executed, the probability that the oscillation presentation is executed during the interval period is lower than the probability that the oscillation presentation is executed during the variable state, so that the frequency of the oscillation of the transparent portion 12 during the interval period is low. As a result, according to this embodiment, it is possible to suppress the misunderstanding that the presentation game is being executed while enjoying the oscillation presentation. In this way, according to this embodiment, it is possible to appropriately execute the oscillation presentation.
[0185] (8) The state of the effect symbols during the interval period includes the same state as when the effect symbols are in the fixed stop state. This allows the gaming machine 10 to clearly recognize that the effect game has ended. If the transparent portion 12 oscillates during such an interval period, it becomes difficult to recognize the end and start of the effect game. Meanwhile, in this embodiment, the transparent portion 12 oscillates less frequently during the interval period than in the variable state. This allows the present embodiment to suppress the difficulty in recognizing the end and start of the effect game while allowing the player to enjoy the oscillating effect.
[0186] (9) In the gaming machine 10, when a predetermined number of presentation games are executed, the probability that the rocking presentation is executed during an interval period after a winning symbol combination is derived as a result of the presentation game is lower than the probability that the rocking presentation is executed during a variable state, so that the frequency with which the transparent portion 12 rocks during an interval period is low. As a result, according to this embodiment, it is possible to prevent the player from mistaking that a presentation game is being executed while enjoying the rocking presentation.
[0187] (10) In the gaming machine 10, if the transparent portion 12 oscillates during an interval period, there is a risk that the player may mistakenly believe that a presentation game is being executed even though the presentation game is not being executed. However, in this embodiment, when a predetermined number of presentation games have been executed, the probability that the oscillation presentation is executed during an interval period is lower than the probability that the oscillation presentation is executed during a temporary stop state, so that the frequency with which the transparent portion 12 oscillates during an interval period is low. As a result, according to this embodiment, it is possible to prevent the player from mistakenly believing that a presentation game is being executed while still enjoying the oscillation presentation. In this way, according to this embodiment, it is possible to appropriately execute the oscillation presentation.
[0188] (11) In the gaming machine 10, when a predetermined number of presentation games are executed, the probability of executing the rocking presentation during a predetermined period after a winning symbol combination is derived as a result of the presentation game is lower than the probability of executing the rocking presentation during a temporary stop state, so that the frequency of rocking of the transparent portion 12 during an interval period is low. As a result, according to this embodiment, it is possible to prevent the player from mistaking that a presentation game is being executed while enjoying the rocking presentation.
[0189] (12) The state of the effect symbols during the interval period does not include the same state as when it is in the temporary stop state, but includes the same state as when it is in the fixed stop state. This allows the gaming machine 10 to clearly recognize that the effect game has ended. If the transparent portion 12 oscillates during such an interval period, it becomes difficult to recognize the end and start of the effect game. In this embodiment, the transparent portion 12 oscillates less frequently during the interval period than when it is in the temporary stop state. This allows the present embodiment to prevent the end and start of the effect game from becoming difficult to recognize while still allowing the player to enjoy the oscillating effect.
[0190] (13) When the game is in a provisional stop state, the effect pattern may repeat displacement of the displacement amount Y1. On the other hand, when the game is in a definite stop state, the effect pattern does not displace and stops definitely. When the swing effect is being executed, the transparent portion 12 may repeat displacement of the displacement amount Y2. Here, in the gaming machine 10, the result of the effect game is derived by the effect pattern stopping definitely. In the gaming machine 10, if the transparent portion 12 repeats displacement when the game is in a definite stop state, there is a risk that the game is mistaken for a provisional stop state. In other words, if the transparent portion 12 swings when the effect pattern is stopped definitely, there is a risk that the game is mistaken for a provisional stop state even though the result of the effect game has been derived. Meanwhile, in this embodiment, the displacement amount Y2 of the transparent portion 12 due to the swing effect is smaller than the displacement amount Y1 of the effect pattern when the game is in a provisional stop state. As a result, according to this embodiment, even if the swing effect is executed when the game is in a definite stop state, it is possible to suppress the game being mistaken for a provisional stop state. Therefore, according to the present embodiment, it is possible to prevent the player from misunderstanding that the result of the presentation game has not been derived while allowing the player to enjoy the rocking presentation. In this way, according to the present embodiment, it is possible to appropriately execute the rocking presentation.
[0191] (14) The transparent portion 12 is provided in the front frame 11c where the rocking device 14 is provided. On the other hand, the performance display device EH is provided in the middle frame 11b where the rocking device 14 is not provided. As a result, in this embodiment, the rocking caused by the rocking device 14 can be easily transmitted to the transparent portion 12, while the rocking is prevented from being transmitted to the performance display device EH where the performance game is played. Therefore, according to this embodiment, while allowing the player to enjoy the rocking performance, it is possible to prevent the performance pattern from appearing to rock due to the rocking of the performance display device EH caused by the rocking performance.
[0192] (15) The distance from the rocking device 14 to the effect display device EH is longer than the distance from the rocking device 14 to the transparent portion 12. This makes it possible to prevent the rocking motion from being transmitted to the effect display device EH on which the effect game is performed in the gaming machine 10. Therefore, according to this embodiment, it is possible to prevent the effect pattern from appearing to rock due to the rocking motion of the effect display device EH caused by the rocking motion while allowing the player to enjoy the rocking effect.
[0193] (16) In the gaming machine 10, if the transparent portion 12 oscillates in the fixed stop state, the effect pattern appears to oscillate, which may lead to a misunderstanding that the fixed stop state is not reached. In other words, in the gaming machine 10, if the transparent portion 12 oscillates in the fixed stop state, it may lead to a misunderstanding that the result of the effect game has not been derived, even though the result of the effect game has been derived. Meanwhile, in this embodiment, when a predetermined number of effect games are executed, the probability of the oscillating effect being executed in the fixed stop state is lower than the probability of the oscillating effect being executed in the variable state, so that the frequency of the oscillating portion 12 in the fixed stop state is low. As a result, according to this embodiment, it is possible to suppress a misunderstanding that the result of the effect game has not been derived while enjoying the oscillating effect. In this way, according to this embodiment, it is possible to appropriately execute the oscillating effect.
[0194] (17) In the gaming machine 10, if the transparent portion 12 oscillates in the fixed stop state, for example, there is a risk of mistaking it for a temporary stop state in which the performance symbol oscillates. In other words, in the gaming machine 10, if the transparent portion 12 oscillates in the fixed stop state, there is a risk of mistaking it for a result of the performance game not being derived even though the result of the performance game has been derived. Meanwhile, in this embodiment, when a predetermined number of performance games are executed, the probability of executing the oscillating performance in the fixed stop state is lower than the probability of executing the oscillating performance in the temporary stop state, so that the frequency of the oscillating portion 12 in the fixed stop state is low. As a result, according to this embodiment, it is possible to suppress mistaking it for a result of the performance game not being derived while enjoying the oscillating performance. In this way, according to this embodiment, it is possible to appropriately execute the oscillating performance.
[0195] (18) In a gaming machine configured to be able to execute a rocking effect, the execution of the rocking effect may affect events other than the rocking effect, which may reduce the player's interest.
[0196] When the presentation game is in a variable state, if the transparent part 12 oscillates, it may cause a sense of incongruity in the presentation game being executed, and may reduce the interest of the player. And, if a player feels a sense of incongruity in the presentation game, he / she may be distracted by the presentation game and not enjoy the oscillating presentation, which may further reduce the interest. Meanwhile, in this embodiment, when the oscillating presentation is executed in a variable state, the visibility of the presentation pattern can be reduced by executing a movable body presentation different from the oscillating presentation. As a result, according to this embodiment, when the oscillating presentation is executed, the player's attention to the presentation game is reduced, and the sense of incongruity in the presentation game is suppressed, and the player can enjoy the oscillating presentation. In this way, according to this embodiment, it is possible to suppress the influence of the oscillating presentation on events different from the oscillating presentation due to the execution of the oscillating presentation, and to suppress the decrease in the interest of the player.
[0197] (19) In the latter half of the period in which the presentation game is in a variable state, the time until the result of the presentation game is derived is closer than in the first half of the period in which the presentation game is in a variable state, so that it can be said that the latter half of the period is a period in which the player's attention to the presentation game is higher. In the gaming machine 10, when the rocking presentation is executed in the latter half of the period, the probability of the movable body presentation being executed is higher than when the rocking presentation is executed in the first half of the period. As a result, according to this embodiment, when the rocking presentation is executed, the movable body presentation is executed, so that the player's attention to the presentation game is lowered in the latter half of the period in which the player's attention to the presentation game is particularly high, and the player's sense of incongruity in the presentation game can be suppressed and the player can enjoy the rocking presentation. In addition, according to this embodiment, in the first half of the period in which the player's attention to the presentation game is more likely to be lower than in the latter half of the period, the movable body EY is more likely to be located at the original position GI than in the latter half of the period, so that a way of enjoying the rocking presentation different from that in the latter half of the period can be provided.
[0198] (20) In the gaming machine 10, when a rocking effect is executed during a variable state in a presentation game, the presentation symbols may be hidden. According to this embodiment, by hiding the presentation symbols, the presentation symbols cannot be seen, so that the sense of incongruity in the presentation game can be suppressed. Then, in the gaming machine 10, when the rocking effect ends, the presentation symbols are displayed again, so that the presentation symbols can be displayed in a situation where they are easily seen. As a result, according to this embodiment, when a rocking effect is executed, the sense of incongruity in the presentation game can be suppressed and the rocking effect can be enjoyed.
[0199] (21) When the rocking effect is executed in the fluctuating state, the effect image EC is dynamically displaced, and the player's attention to the effect game can be directed to the effect effect. As a result, according to this embodiment, when the rocking effect is executed, the player's attention to the effect game can be reduced, and the player's sense of incongruity in the effect game can be suppressed, while the player can enjoy the rocking effect. In this way, according to this embodiment, the rocking effect is prevented from affecting events other than the rocking effect, and the player's interest can be prevented from decreasing.
[0200] (22) In the gaming machine 10, the displacement amount Y2 by which the transparent portion 12 can be displaced as the rocking effect is executed is smaller than the displacement amount Y3 by which the effect image EC can be dynamically displaced. Therefore, according to this embodiment, even if the transparent portion 12 is displaced as the rocking effect is executed, it is possible to prevent the effect image EC from being dynamically displaced from being impeded from being viewed. In other words, according to this embodiment, even if the rocking effect is executed, it is possible to prevent the effect image EC from being affected.
[0201] (23) In the gaming machine 10, when the movable body effect is executed when the rocking effect is executed, the effect effect in which the effect image EC is dynamically displaced is easily executed, so that the player can be directed to the effect effect as well. As a result, according to the present invention, when the rocking effect is executed, the movable body effect and the effect effect are executed, so that the player's attention to the effect game can be lowered, particularly in the latter half period when the player's attention to the effect game is high, and the player can enjoy the rocking effect while suppressing the player's sense of incongruity with the effect game. Also, according to the present embodiment, in the first half period when the player's attention to the effect game is more likely to be low than in the latter half period, the movable body effect and the effect effect are more difficult to execute than in the latter half period, so that a different way of enjoying the rocking effect from the latter half period can be provided.
[0202] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. When the sub-CPU 51 executes a swing performance during a variable state, the sub-CPU 51 may reduce the size of the display area of the performance pattern. When the sub-CPU 51 executes a swing performance during a variable state but does not execute a movable body performance during the execution of the swing performance, the sub-CPU 51 may control the performance display device EH to reduce the size of the display area of the performance pattern during the execution of the swing performance. The sub-CPU 51 may not change the size of the display area of the performance pattern during the fixed stop state. Specifically, the sub-CPU 51 may control the performance display device EH to display the performance patterns of all the pattern rows in a reduced size when the swing performance starts. As a result, in the gaming machine 10, the size of the display area of the performance pattern becomes smaller during the execution of the swing performance during the variable state. The size of the performance pattern in this case may be smaller than the size of the performance pattern in the fixed stop state. Therefore, in the gaming machine 10, the display area of the performance pattern can be smaller during the execution of the swing performance during a variable state than when the gaming machine 10 is in the fixed stop state. The sub-CPU51 may control the effect display device EH so that the effect patterns of all the pattern rows are displayed in a small size until the rocking effect ends. For example, in the gaming machine 10, effect patterns smaller than the size of each effect pattern shown in FIG. 7 may be displayed. The sub-CPU51 may control the effect display device EH so that the size of the effect patterns of all the pattern rows is restored to the original size and displayed when the rocking effect ends. Not limited to this, the sub-CPU51 may reduce the size of the effect patterns before the start of the rocking effect, or may reduce the size of the effect patterns afterwards. The sub-CPU51 may restore the size of the effect patterns before the end of the rocking effect, or may restore the size of the effect patterns afterwards. At least a part of the period during which the size of the effect patterns is reduced overlaps with the execution period of the rocking effect. In other words, at least a part of the period during which the display area of the effect patterns is reduced overlaps with the execution period of the rocking effect. In this way, when the gaming machine 10 of this modified example is in a varying state and a rocking effect is executed, the display area of the effect pattern becomes smaller than when the game machine 10 is in a fixed stop state, thereby reducing the visibility of the effect pattern.
[0203] According to the above modification, when the swinging effect is executed when the performance game is in a variable state, the display area of the performance pattern may be smaller than when the performance game is in a fixed stop state. According to the above modification, the display area of the performance pattern is reduced, so that the visibility of the performance pattern can be reduced, and the sense of incongruity in the performance game can be suppressed. As a result, according to the above modification, when the swinging effect is executed, the sense of incongruity in the performance game can be suppressed and the swinging effect can be enjoyed. On the other hand, when the game is in a fixed stop state, the size of the display area of the performance pattern is not changed, so that the visibility of the performance pattern in the fixed stop state can be improved. As a result, according to this modification, it is possible to easily recognize that the result of the performance game has been derived.
[0204] When executing a rocking performance, the sub-CPU51 may control the performance display device EH to reduce the size of the display area of the performance pattern during the execution of the rocking performance, regardless of whether the rocking performance is executed during the moving body performance or not. When executing a rocking performance, the sub-CPU51 may control the performance display device EH to reduce the size of the display area of the performance pattern during the execution of the rocking performance, regardless of whether the period during which the rocking performance is executed is during the variable state, the temporary stop state, the fixed stop state, or during the interval period. In other words, the gaming machine 10 may reduce the display area of the performance pattern when the rocking performance is executed compared to when the rocking performance is not executed.
[0205] When executing a rocking performance, the sub-CPU51 may control the performance display device EH to hide the performance symbols during the execution of the rocking performance, regardless of whether the moving body performance is being executed or not. When executing a rocking performance, the sub-CPU51 may control the performance display device EH to hide the performance symbols during the execution of the rocking performance, regardless of whether the period during which the rocking performance is executed is during a variable state, a temporary stop state, a fixed stop state, or an interval period. In other words, the gaming machine 10 may hide the performance symbols when a rocking performance is executed.
[0206] In the case of the fluctuation pattern HP14, the rocking effect may not be executed during the fixed stop state. In the case of the fluctuation pattern HP15, the rocking effect may not be executed during the fixed stop state. In this case, the sub-CPU51 may perform a rocking effect drawing and determine not to execute the rocking effect during the fixed stop state. The sub-CPU51 may determine not to execute the rocking effect during the fixed stop state without performing a rocking effect drawing. In this way, in the fixed stop state, the rocking effect may not be executed, and the probability of the rocking effect being executed may be lower than in the fluctuation state. Also, in the fixed stop state, the rocking effect may not be executed, and the probability of the rocking effect being executed may be lower than in the provisional stop state.
[0207] If the fluctuation pattern is HP14, the rocking effect may not be executed during the interval period. If the fluctuation pattern is HP15, the rocking effect may not be executed during the interval period. In this case, the sub-CPU51 may perform a rocking effect lottery and determine that the rocking effect will not be executed during the interval period. The sub-CPU51 may not perform a rocking effect lottery and determine that the rocking effect will not be executed during the interval period. In this way, when it is the interval period, the rocking effect may not be executed and the probability of the rocking effect being executed may be lower than when it is in the fluctuation state. Also, when it is the interval period, the rocking effect may not be executed and the probability of the rocking effect being executed may be lower than when it is in the temporary stop state.
[0208] In the case of the fluctuation pattern HP11, the swing performance may be executed during the fluctuation state. In the case of the fluctuation pattern HP12, the swing performance may be executed during the fluctuation state. In this case, the sub-CPU51 may perform a swing performance drawing to determine whether or not to execute the swing performance during the fluctuation state. The sub-CPU51 may perform a swing performance drawing so that the probability of executing the swing performance during the fluctuation state in the case of the fluctuation pattern HP12 is lower than the probability of executing the swing performance during the fluctuation state in the case of any of the fluctuation patterns HP13 to HP15. The sub-CPU51 may perform a swing performance drawing so that the probability of executing the swing performance during the fluctuation state in the case of the fluctuation pattern HP11 is lower than the probability of executing the swing performance during the fluctuation state in the case of any of the fluctuation patterns HP12 to HP15.
[0209] In the case of the fluctuation pattern HP11, the rocking effect may be executed during the temporary stop state. In the case of the fluctuation pattern HP12, the rocking effect may be executed during the temporary stop state. In the case of the fluctuation pattern HP13, the rocking effect may be executed during the temporary stop state. In this case, the sub-CPU51 may perform a rocking effect drawing to determine whether or not to execute the rocking effect during the temporary stop state. The sub-CPU51 may perform a rocking effect drawing so that the probability of executing the rocking effect during the temporary stop state is lower than the probability of executing the rocking effect during the fluctuation state. The sub-CPU51 may perform a rocking effect drawing so that the probability of executing the rocking effect during the temporary stop state in the case of the fluctuation pattern HP13 is lower than the probability of executing the rocking effect during the temporary stop state in the case of either the fluctuation pattern HP14 or HP15. The sub-CPU51 may perform a rocking effect drawing so that the probability of a rocking effect being executed during a temporary stop state in the case of the fluctuation pattern HP12 is lower than the probability of a rocking effect being executed during a temporary stop state in the case of any of the fluctuation patterns HP13 to HP15. The sub-CPU51 may perform a rocking effect drawing so that the probability of a rocking effect being executed during a temporary stop state in the case of the fluctuation pattern HP11 is lower than the probability of a rocking effect being executed during a temporary stop state in the case of any of the fluctuation patterns HP12 to HP15.
[0210] In the case of the fluctuation pattern HP11, the rocking effect may be executed during the fixed stop state. In the case of the fluctuation pattern HP12, the rocking effect may be executed during the fixed stop state. In the case of the fluctuation pattern HP13, the rocking effect may be executed during the fixed stop state. In this case, the sub-CPU51 may perform a rocking effect drawing to determine whether or not to execute the rocking effect during the fixed stop state. The sub-CPU51 may perform a rocking effect drawing so that the probability of executing the rocking effect during the fixed stop state is lower than the probability of executing the rocking effect during the fluctuation state. The sub-CPU51 may perform a rocking effect drawing so that the probability of executing the rocking effect during the fixed stop state is lower than the probability of executing the rocking effect during the provisional stop state. The sub-CPU51 may perform a rocking effect drawing so that the probability of executing the rocking effect during the fixed stop state in the case of the fluctuation pattern HP13 is lower than the probability of executing the rocking effect during the fixed stop state in the case of either the fluctuation pattern HP14 or HP15. The sub-CPU51 may perform a swing effect drawing so that the probability of executing a swing effect during a fixed stop state in the case of the fluctuation pattern HP12 is lower than the probability of executing a swing effect during a fixed stop state in the case of any of the fluctuation patterns HP13 to HP15. The sub-CPU51 may perform a swing effect drawing so that the probability of executing a swing effect during a fixed stop state in the case of the fluctuation pattern HP11 is lower than the probability of executing a swing effect during a fixed stop state in the case of any of the fluctuation patterns HP12 to HP15.
[0211] In the case of the fluctuation pattern HP11, the swinging effect may be executed during the interval period. In the case of the fluctuation pattern HP12, the swinging effect may be executed during the interval period. In the case of the fluctuation pattern HP13, the swinging effect may be executed during the interval period. In this case, the sub-CPU51 may perform a swinging effect drawing to determine whether or not to execute the swinging effect during the interval period. The sub-CPU51 may perform a swinging effect drawing so that the probability of executing the swinging effect during the interval period is lower than the probability of executing the swinging effect during the fluctuation state. The sub-CPU51 may perform a swinging effect drawing so that the probability of executing the swinging effect during the interval period is lower than the probability of executing the swinging effect during the temporary stop state. The sub-CPU51 may perform a swinging effect drawing so that the probability of executing the swinging effect during the interval period in the case of the fluctuation pattern HP13 is lower than the probability of executing the swinging effect during the interval period in the case of either the fluctuation pattern HP14 or HP15. The sub-CPU51 may perform a swing effect drawing so that the probability of a swing effect being executed during an interval period in the case of the fluctuation pattern HP12 is lower than the probability of a swing effect being executed during an interval period in the case of any of the fluctuation patterns HP13 to HP15. The sub-CPU51 may perform a swing effect drawing so that the probability of a swing effect being executed during an interval period in the case of the fluctuation pattern HP11 is lower than the probability of a swing effect being executed during an interval period in the case of any of the fluctuation patterns HP12 to HP15.
[0212] The probability of executing the rocking effect may be changed as appropriate. For example, the sub-CPU51 may perform a rocking effect lottery so that, in the case of the variation patterns HP14 and HP15, the probability of executing the rocking effect during the interval period is higher than the probability of executing the rocking effect during the fixed stop state. In other words, when a predetermined number of performance games have been executed, the probability of executing the rocking effect during the interval period may be higher than the probability of executing the rocking effect during the fixed stop state.
[0213] When the sub-CPU51 decides to execute a swing performance during the first half of the period in the variable state, it may decide to execute a movable body performance during the execution of the swing performance. In this case, the sub-CPU51 may decide to execute a movable body performance during the execution of the swing performance by performing a moving performance lottery. The sub-CPU51 may decide to execute a movable body performance during the execution of the swing performance without performing a moving performance lottery.
[0214] When the sub-CPU51 decides to execute a swing performance during the latter half of the period in the variable state, it may decide to execute a movable body performance during the execution of the swing performance. In this case, the sub-CPU51 may decide to execute a movable body performance during the execution of the swing performance by performing a moving performance lottery. The sub-CPU51 may decide to execute a movable body performance during the execution of the swing performance without performing a moving performance lottery.
[0215] The moving body performance may be executable when the rocking performance is executed during a provisional stop state. The moving body performance may be executable when the rocking performance is executed during a fixed stop state. The moving body performance may be executable when the rocking performance is executed during an interval period. The moving body performance may be executable when the rocking performance is executed during a jackpot game.
[0216] When executing a rocking performance, the sub-CPU 51 may set the rocking performance time to be different between when the movable body performance is executed and when the movable body performance is not executed. For example, when executing a rocking performance, the sub-CPU 51 may set the rocking performance time to be longer when the movable body performance is executed than when the movable body performance is not executed.
[0217] The rocking performance time may be changed as appropriate. For example, the rocking performance time may be longer in the following order: "During the confirmed stopped state" < "During the interval period" < "First half of the fluctuation state" < "Second half of the fluctuation state" < "During the provisional stopped state". For example, the rocking performance time may be longer in the following order: "During the first half of the fluctuation state" < "Second half of the fluctuation state" < "During the provisional stopped state" < "During the confirmed stopped state" < "Interval period". The rocking performance time during the confirmed stopped state may be longer or shorter than the total transparent part displacement time. The rocking performance time during the interval period may be longer or shorter than the total transparent part displacement time. The rocking performance time during the provisional stopped state may be longer or shorter than the total transparent part displacement time. The rocking performance time during the first half of the fluctuation state may be longer or shorter than the total transparent part displacement time. The rocking performance time during the second half of the fluctuation state may be longer or shorter than the total transparent part displacement time.
[0218] The fixed stop time may be different depending on the type of fluctuation pattern. The fixed stop time may be the same regardless of the type of fluctuation pattern. The fixed stop time may be less than 500 ms or more than 500 ms. For example, the fixed stop time may be the time during which an interrupt process for measuring the fixed stop time is executed a predetermined number of times. In other words, the special game and the effect game may end when a predetermined number of interrupt processes are executed after the variable time has elapsed. The fixed stop time is preferably the time during which the player can recognize that the special symbol and the effect symbol are displayed as fixed stops.
[0219] The gaming machine 10 may not have an interval period. In other words, in the gaming machine 10, even if the special game and the effect game are finished, the interval period may not be entered. If the special symbol displayed as a fixed stop is a jackpot symbol, the main CPU 42 may execute a jackpot game process after the fixed stop time has elapsed. If the special symbol displayed as a fixed stop is a losing symbol, the main CPU 42 may start a new special game and effect game after the fixed stop time has elapsed.
[0220] The sub-CPU51 may control the performance display device EH so that, after the performance game is ended, the performance symbols are displayed in a manner different from the fixed stop display for a part or all of the interval period. In this case, the sub-CPU51 may control the performance display device EH so that, after the performance game is ended, the performance symbols are displayed in a manner different from the fixed stop display. The sub-CPU51 may control the performance display device EH so that, after the performance game is ended, the performance symbols are not displayed for a part or all of the interval period. In this case, the sub-CPU51 may control the performance display device EH so that, after the performance game is ended, the performance symbols are not displayed for a part or all of the interval period.
[0221] The temporary stop time may be changed as appropriate. For example, the temporary stop time may be increased in the order of "fluctuation pattern HP11" < "fluctuation pattern HP12" < "fluctuation pattern HP13" < "fluctuation pattern HP14" < "fluctuation pattern HP15". For example, the temporary stop time may be increased in the order of "fluctuation pattern HP11" < "fluctuation pattern HP12" < "fluctuation pattern HP14" < "fluctuation pattern HP13" < "fluctuation pattern HP15". The temporary stop time in some of the fluctuation patterns HP11 to HP15 may be a time less than the total pattern displacement time. For example, the temporary stop time in the fluctuation pattern HP12 may be a time shorter than the total pattern displacement time. The temporary stop time in all of the fluctuation patterns HP11 to HP15 may be a time longer than the total pattern displacement time.
[0222] The displacement amount Y1 may be a value less than 10 mm or may be a value greater than 10 mm. The displacement amount Y2 may be a value less than 2 mm or may be a value greater than 2 mm. The displacement amount Y3 may be a value less than 15 mm or may be a value greater than 15 mm. The displacement amount Y2 is preferably smaller than the displacement amount Y1. The displacement amount Y2 is preferably smaller than the displacement amount Y3. The displacement amount Y1 is preferably a displacement amount that does not cause the player to mistakenly recognize that a fixed stop is being displayed. The displacement amount Y2 is preferably a displacement amount that allows the player to recognize that the transparent portion 12 is swinging. The displacement amount Y2 is preferably a displacement amount that allows the player to recognize that the effect image EC is dynamically displaced.
[0223] The displacement amount Y1 may be an average displacement amount by which each performance pattern can be displaced in the up and down direction. The displacement amount Y2 may be an average displacement amount by which the transparent portion 12 can be displaced as the rocking performance is executed. The displacement amount Y3 may be an average displacement amount by which the effect image EC can be displaced as the effect performance is executed. The displacement amount Y2 may be smaller than the displacement amount Y1. The displacement amount Y2 may be smaller than the displacement amount Y3.
[0224] The temporary stop display is not limited to a display in which the performance pattern swings up and down. The temporary stop display may be a display mode different from the fixed stop display, and may be a display mode in which the player can recognize that the performance pattern is moving. For example, the temporary stop display may be a display in which the performance pattern swings left and right. For example, the temporary stop display may be a display in which the performance pattern swings in the depth direction. For example, the temporary stop display may be a display in which the performance pattern swings up and down and left and right. The temporary stop display may be a display in which the performance pattern swings in one or more directions.
[0225] The rocking effect is not limited to being performed by the rocking device 14 rocking in the up-down direction. In other words, the rocking effect is not limited to the transparent portion 12 rocking in the up-down direction. The rocking effect may be in a form that allows the player to recognize that the transparent portion 12 is moving. For example, the rocking effect may be in a form in which the transparent portion 12 rocks in the left-right direction. For example, the rocking effect may be in a form in which the transparent portion 12 rocks in the depth direction. For example, the rocking effect may be in a form in which the transparent portion 12 rocks in the up-down direction and the left-right direction. The rocking effect may be in a form in which the transparent portion 12 rocks in one or more directions.
[0226] The rocking effect may be executable across a part or all of the variable state, the provisional stop state, the fixed stop state, the interval period, and the jackpot game. For example, the rocking effect may be executable across the variable state and the provisional stop state. In this case, the rocking effect is continued to be executed even after the variable state ends and the provisional stop state is entered after it is started in the variable state. For example, the rocking effect may be executable across the provisional stop state and the fixed stop state. In this case, the rocking effect is continued to be executed even after the provisional stop state ends and the fixed stop state is entered after it is started in the provisional stop state.
[0227] The effect effect is not limited to a display in which the effect image EC is dynamically displaced in the up-down direction. The effect effect may be a display mode in which the player can recognize that the effect image EC is dynamically displaced. For example, the effect effect may be a display in which the effect image EC is dynamically displaced in the left-right direction. For example, the effect effect may be a display in which the effect image EC is dynamically displaced in the depth direction. For example, the effect effect may be a display in which the effect image EC is dynamically displaced in the up-down direction and the left-right direction. The effect effect may be a display in which the effect image EC is dynamically displaced in one or more directions.
[0228] The effect performance may be executable when the rocking performance is executed during a provisional stop state. The effect performance may be executable when the rocking performance is executed during a fixed stop state. The effect performance may be executable when the rocking performance is executed during an interval period. The effect performance may be executable when the rocking performance is executed during a jackpot game.
[0229] The start and end timings of the right hit notification may be changed as appropriate. For example, the sub-CPU51 may control the performance display device EH, the decorative lamp LA, and the speaker SP to start the right hit notification when the first round command is input. The sub-CPU51 may control the performance display device EH, the decorative lamp LA, and the speaker SP to end the right hit notification when a predetermined time has elapsed since the right hit notification started.
[0230] The sub-CPU 51 may control the rocking device 14 to execute a rocking effect after the right hit notification ends during a jackpot game. The sub-CPU 51 may control the rocking device 14 to execute a rocking effect during a right hit notification, which is before a predetermined time has elapsed since the right hit notification started during a jackpot game. The sub-CPU 51 may control the rocking device 14 not to execute a rocking effect during a jackpot game, at least during a period including the start timing of the right hit notification.
[0231] In the gaming machine 10, a swing effect may be executed during a jackpot game based on a normal symbol. Even in this case, the swing effect may not be executed during at least a part of the period during which the right hit notification is executed during the jackpot game, including the period from the start of the right hit notification until the predetermined time has elapsed.
[0232] The swing performance time during a big win may be longer than the swing performance time during the first half of the fluctuation state. The swing performance time during a big win may be longer than the swing performance time during the second half of the fluctuation state.
[0233] The gaming machine 10 may be configured to display a warning about addiction on the performance display device EH during a part or all of the change state, the temporary stop state, the fixed stop state, the interval period, and the jackpot game. The warning about addiction may be displayed on the performance display device EH across a part or all of the change state, the temporary stop state, the fixed stop state, the interval period, and the jackpot game. The sub-CPU 51 may lower the probability of executing the rocking performance when displaying the warning about addiction than when the warning about addiction is not displayed. In other words, the gaming machine 10 may be configured to lower the frequency of executing the rocking performance while the warning about addiction is displayed. The sub-CPU 51 may control the rocking device 14 not to execute the rocking performance when displaying the warning about addiction. In other words, the gaming machine 10 may be configured not to execute the rocking performance while the warning about addiction is displayed. When a predetermined number of presentation games have been executed, the probability that the rocking presentation is executed when a warning about addiction is not displayed may be higher than the probability that the rocking presentation is executed when a warning about addiction is displayed.
[0234] The execution condition for the initial operation of the movable body EY may be satisfied when the number of times the power supply is cut off reaches a predetermined number, instead of or in addition to the movable body performance being executed. In other words, the gaming machine 10 may be configured to be capable of executing the initial operation of the movable body EY every time the power supply is cut off a predetermined number of times. The number of times the power supply is cut off reaches a predetermined number is an example of the execution condition for the initial operation of the movable body EY being satisfied.
[0235] The execution condition of the initial operation of the movable body EY may be satisfied when a secondary initialization process is performed instead of or in addition to the movable body performance being executed. In other words, the gaming machine 10 may be configured to be capable of executing the initial operation of the movable body EY when various information stored in the secondary RWM 53 is initialized. The initialization of various information stored in the secondary RWM 53 is an example of the execution condition of the initial operation of the movable body EY being satisfied.
[0236] The execution condition for the initial operation of the rocking device 14 may be satisfied when the number of times the power supply is cut off reaches a predetermined number, instead of or in addition to the rocking performance being performed. In other words, the gaming machine 10 may be configured to be capable of executing the initial operation of the rocking device 14 every time the power supply is cut off a predetermined number of times. The number of times the power supply is cut off reaches a predetermined number is an example of the execution condition for the initial operation of the rocking device 14 being satisfied.
[0237] The execution condition of the initial operation of the rocking device 14 may be satisfied when a secondary initialization process is performed instead of or in addition to the rocking performance being performed. In other words, the gaming machine 10 may be configured to be capable of executing the initial operation of the rocking device 14 when various information stored in the secondary RWM 53 is initialized. The initialization of various information stored in the secondary RWM 53 is an example of the execution condition of the initial operation of the rocking device 14 being satisfied.
[0238] The execution condition for the initial operation of the transparent part 12 may be satisfied when the number of times the power supply is cut off reaches a predetermined number, instead of or in addition to the fact that the rocking effect is being performed. In other words, the gaming machine 10 may be configured to be capable of executing the initial operation of the transparent part 12 every time the power supply is cut off a predetermined number of times. The number of times the power supply is cut off reaches a predetermined number is an example of the execution condition for the initial operation of the transparent part 12 being satisfied.
[0239] The execution condition for the initial operation of the transparent part 12 may be satisfied when a secondary initialization process is performed instead of or in addition to the rocking effect being executed. In other words, the gaming machine 10 may be configured to be capable of executing the initial operation of the transparent part 12 when various information stored in the secondary RWM 53 is initialized. The initialization of various information stored in the secondary RWM 53 is an example of the execution condition for the initial operation of the transparent part 12 being satisfied.
[0240] The reach may be formed by displaying the same effect pattern in a specific pattern row in a manner different from the provisional stop display. In other words, in the performance display device EH, the effect patterns of the left pattern row HZ and the right pattern row MZ may be displayed in a manner different from the provisional stop display to form the reach. For example, in the performance display device EH, the effect patterns of the left pattern row HZ and the right pattern row MZ may be displayed in an operation manner different from the provisional stop display to form the reach. For example, in the performance display device EH, the effect patterns of the left pattern row HZ and the right pattern row MZ may be displayed as a definite stop to form the reach.
[0241] The type of fluctuation pattern and the fluctuation time of the fluctuation pattern may be changed as appropriate. Pachinko gaming machines that can be controlled to a high probability state include a specification that controls the game to a high probability state until the game is won in a fall lottery (falling machine), and a specification that the high probability state continues until the game moves to the next big win game. In addition, a pachinko gaming machine that can be controlled to a high probability state includes a specification that controls the game to a high probability state when the game ball passes through a specific area (V probability change machine). The pachinko gaming machine may be embodied as a pachinko gaming machine with any of these specifications. The pachinko gaming machine may be a pachinko gaming machine with a specification that combines the above-mentioned falling machine and V probability change machine. In addition, the pachinko gaming machine may be a pachinko gaming machine with a specification that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) that a small win is won per unit time or the number of times (frequency) that a small win game is awarded per unit time is improved compared to the normal state. The pachinko game machine may be embodied as a pachinko game machine (a so-called one-type two-type mixed machine) that has a jackpot game that is switched to based on winning a jackpot in a winning lottery and a jackpot game that is switched to based on the game ball passing through a specific area. The pachinko game machine may also be embodied as a pachinko game machine that does not have a winning lottery and has a jackpot game that is switched to based on the game ball passing through a specific area.
[0242] The special game may be displayed on the effect display device EH. In this case, the effect game may be displayed or not displayed. The first special game and the second special game may be executed in the order of reservation, or may be executed simultaneously in parallel.
[0243] The effect display device EH may execute a specific game different from the special game and the effect game. The specific games may be a first specific game corresponding to the first special game, and a second specific game corresponding to the second special game. The symbol used in the first specific game (so-called the fourth symbol) is displayed variably when the first special game starts, and is displayed as a fixed, stopped symbol when the variable display of the first special game ends. The symbol used in the second specific game (so-called the fifth symbol) is displayed variably when the second special game starts, and is displayed as a fixed, stopped symbol when the variable display of the second special game ends.
[0244] The gaming machine 10 may be provided with a presentation operation means operable by a player. The presentation operation means may be a button type that can be pressed, a touch sensor type, or a lever type. The presentation operation means may be provided on the front frame 11c. The sub-CPU 51 may be capable of inputting a detection signal that is output when the presentation operation means is operated. The gaming machine 10 may be capable of executing a swing presentation in which the presentation operation means swings. The gaming machine 10 may be configured so that the transparent part 12 can swing in association with the execution of a swing presentation in which the presentation operation means swings. Not limited to this, the gaming machine 10 may be configured so that the transparent part 12 can swing in association with the execution of a swing presentation in which a predetermined means different from the presentation operation means and the transparent part 12 swings.
[0245] The transmission section 12 may be configured to be displaceable together with the support section 20, or the support section 20 may be configured to be able to displace only the transmission section 12 without displacing. The gaming machine 10 may include an elastic member between the transparent portion 12 and the support portion 20. The support portion 20 and the elastic member may be configured separately. The support portion 20 and the elastic member may be configured integrally. The transparent portion 12 and the elastic member may be configured integrally.
[0246] The gaming machine 10 may include a plurality of rocking devices 14. For example, the gaming machine 10 may be configured to vary the number of rocking motions depending on the number of rocking devices 14 to be rocked. For example, the gaming machine 10 may be configured to vary the number of rocking motions depending on the type of rocking device 14 to be rocked. For example, the gaming machine 10 may be configured to vary the rocking amplitude depending on the number of rocking devices 14 to be rocked. For example, the gaming machine 10 may be configured to vary the rocking amplitude depending on the type of rocking device 14 to be rocked.
[0247] · "Swing" and "vibration" both mean "to move in a swaying manner." Therefore, swinging can be understood as vibrating. Thus, the swinging device 14 may function as a vibration means capable of vibrating. In this case, the number of swings corresponds to the number of vibrations, and the swing width corresponds to the amplitude. And the swing effect can be understood as a vibration effect. In this way, the gaming machine 10 may be configured so that the transparent section 12 can vibrate as the vibration effect is executed.
[0248] The position where the rocking device 14 is provided may be changed as appropriate. The position where the rocking device 14 is provided may be a position where the rocking device 14 rocks the transparent part 12. The position where the rocking device 14 is provided may be a position where the rocking device 14 can contact the transparent part 12 and the rocking device 14 rocks to directly transmit the rocking to the transparent part 12. The position where the rocking device 14 is provided may be a position where the rocking device 14 does not contact the transparent part 12 but the rocking device 14 rocks to indirectly transmit the rocking to the transparent part 12. For example, the gaming machine 10 may be configured such that a predetermined member is provided between the rocking device 14 and the transparent part 12 and the rocking is transmitted to the transparent part 12 via the predetermined member. For example, the gaming machine 10 may be configured such that the front frame 11c rocks to transmit the rocking to the transparent part 12. In other words, the gaming machine 10 is preferably configured so that the transmission section 12 swings as a result of the swinging device 14 swinging.
[0249] The above embodiment may be embodied in a pachinko game machine in which a virtual medium composed of electronic data is provided when a game ball is provided. That is, the above embodiment may be embodied in a pachinko game machine in which a physical game medium is not paid out (a so-called managed game machine). Such a pachinko game machine is configured to convert a game ball that can be launched by using the virtual medium, and to be able to launch the game ball.
[0250] The functions of the main control board 40 may be realized by being divided among multiple boards. The main control board 40 may be composed of multiple CPUs mounted on a single board. The functions of the sub-control board 50 may be realized by being divided among multiple boards. For example, a pachinko game machine may be equipped with a display board that specializes in controlling the performance display device EH, a lamp board that specializes in controlling the decorative lamps LA, and an audio board that specializes in controlling the speaker SP, and may further be equipped with a master board that comprehensively controls these boards. In addition, the sub-CPU 51 may be composed of multiple CPUs mounted on a single board.
[0251] In the above embodiment, the gaming machine is a pachinko gaming machine, but it may be configured as a reel type gaming machine (slot machine). In the reel type gaming machine, gaming medals are used as gaming media, and various lotteries such as role lottery are performed by operating the start lever, and the reel rotates to start the variable game. A plurality of types of symbols are printed on the reel. The reel rotates downward. The reel is configured to be visible through the transparent part. The role lottery is a lottery performed by the CPU provided in the reel type gaming machine. In the reel type gaming machine, the rotation of the reel is stopped by operating the stop button, and the symbols are stopped definitively. In the reel type gaming machine, when all the reels stop, the variable game ends, and a prize is awarded according to the symbol combination that matches the effective line. In the reel type gaming machine, various performances are performed during the variable game. The winning combinations in the combination lottery include a payout combination that awards a game medal as a prize, a replay combination that awards a replay as a prize, and a bonus combination that awards a bonus game (so-called a combination device). Some reel-type gaming machines are equipped with an AT (so-called assist time) state in which it is easy to win a game medal by being notified of the operation mode (for example, the order of pressing) of the stop button. In such reel-type gaming machines, there are other game states different from the AT state, such as a normal state and a CZ (so-called chance zone) state in which it is easier to win the AT lottery compared to the normal state. The AT lottery is a lottery performed by a CPU equipped in the reel-type gaming machine.
[0252] The reel type gaming machine in the above modified example may be a gaming machine that uses gaming media other than gaming medals. For example, it may be embodied as a gaming machine that uses gaming balls (pachinko balls) as gaming media. In addition, the gaming media may be managed by data (information). That is, the reel type gaming machine may be a so-called managed gaming machine. That is, the reel type gaming machine in the above modified example may be embodied as a reel type gaming machine (so-called medal-less slot machine) that plays without using physical gaming media. Such a reel type gaming machine is configured to be able to play by using gaming media (virtual media) managed by data.
[0253] The technical ideas that can be understood from each embodiment and modification will be described. (Appendix 1-1) A gaming machine capable of executing a variable game using a predetermined pattern and configured so that the variable game can be viewed through a transparent part, the gaming machine comprising: a swingable swing means; and a performance control means capable of executing control relating to the execution of a performance, the states relating to the predetermined patterns in the variable game include a variable state in which at least a portion of the predetermined patterns vary, and a specific stop state in which the predetermined patterns definitely stop, the result of the variable game in the variable game is derived by the predetermined patterns definitely stopping, the performance includes a swing performance that can be executed by swinging the swing means, the transparent part can swing as the swing performance is executed, and when a predetermined number of variable games have been executed, the probability of the swing performance being executed when in the variable state is higher than the probability of the swing performance being executed when in the specific stop state.
[0254] (Appendix 1-2) A gaming machine as described in (Appendix 1-1), in which it is possible to specify that when a special result is derived as a result of a variable game, the machine will be controlled to an advantageous state, and when the specific stop state is reached and the special result is derived, the swinging effect can be executed, and when a predetermined number of variable games have been played, the probability that the swinging effect will be executed when the machine is in the variable state is higher than the probability that the swinging effect will be executed when the machine is in the specific stop state and the special result is derived.
[0255] (Appendix 1-3) A gaming machine as described in (Appendix 1-1) or (Appendix 1-2), which is equipped with an alarm means capable of executing a predetermined alarm and an operation means operable by a player, and which is capable of specifying that the gaming machine will be controlled to an advantageous state when a special result is derived as a result of a variable game, and in which a specific alarm is executed in the advantageous state, the specific alarm is capable of specifying the operation mode of the operation means that is advantageous to the player, the specific alarm is visible through the transparent portion, and the rocking effect is not executed during at least a portion of the period during which the specific alarm is executed in the advantageous state, including the period from the start of the specific alarm to the elapse of a predetermined time.
[0256] (Appendix 1-4) A gaming machine described in any one of appendices (Appendix 1-1) to (Appendix 1-3), in which when the specific stop state is reached, the rocking effect is not executed, and the probability of the rocking effect being executed is lower than when the variable state is reached.
[0257] (Appendix 2-1) A gaming machine capable of executing a variable game using a predetermined pattern and configured so that the variable game can be viewed through a transparent part, the gaming machine comprising: a swingable swing means; and a performance control means capable of executing control relating to the execution of a performance, wherein states relating to the predetermined patterns in the variable game include a variable state in which at least a portion of the predetermined patterns vary, a special stop state in which the predetermined patterns swing, and a specific stop state in which the predetermined patterns definitely stop, wherein in the variable game, the result of the variable game is derived by the predetermined patterns definitely stopping, and the performance includes a swing performance that can be executed by swinging the swing means, wherein the transparent part can swing as the swing performance is executed, and wherein, when a predetermined number of variable games have been executed, the probability that the swing performance will be executed when in the special stop state is higher than the probability that the swing performance will be executed when in the specific stop state.
[0258] (Appendix 2-2) A gaming machine as described in (Appendix 2-1), in which it is possible to specify that when a special result is derived as a result of a variable game, the game will be controlled to an advantageous state, and when the game is in the specific stop state and the special result is derived, the swinging effect can be executed, and when a predetermined number of variable games have been executed, the probability that the swinging effect will be executed when the game is in the special stop state is higher than the probability that the swinging effect will be executed when the game is in the specific stop state and the special result is derived.
[0259] (Appendix 2-3) A gaming machine as described in (Appendix 2-2), in which, when a predetermined number of fluctuation games have been played, the probability that the rocking effect will be executed when in the fluctuation state is higher than the probability that the rocking effect will be executed when in the special stop state.
[0260] (Appendix 2-4) A gaming machine described in any one of appendices (Appendix 2-1) to (Appendix 2-3), in which when the specific stop state is reached, the rocking effect is not executed, and the probability of the rocking effect being executed is lower than when the special stop state is reached.
[0261] (Appendix 3-1) A gaming machine capable of executing a variable game using a predetermined pattern and configured so that the variable game can be viewed through a transparent part, the gaming machine is equipped with a swingable swing means and a performance control means capable of executing control related to the execution of a performance, and states related to the predetermined patterns in the variable game include a variable state in which at least a part of the predetermined patterns vary and a specific stop state in which the predetermined patterns definitely stop, and in the variable game, the result of the variable game is derived by the predetermined patterns definitely stopping, and when a predetermined period has elapsed after the specific stop state is reached and the variable game has ended, the next variable game can be started, and the performance includes a swing performance that can be executed by swinging the swing means, and the transparent part can swing as the swing performance is executed, and when a predetermined number of variable games have been executed, the probability of the swing performance being executed when in the variable state is higher than the probability of the swing performance being executed when in the predetermined period.
[0262] (Appendix 3-2) A gaming machine as described in (Appendix 3-1) in which the state relating to the specified pattern during the specified period includes the same state as when the specific stop state is present. (Appendix 3-3) A gaming machine as described in (Appendix 3-1) or (Appendix 3-2), in which it is possible to specify that when a special result is derived as a result of a variation game, the gaming machine will be controlled to an advantageous state, and the swinging effect can be executed during the specified period after the special result is derived as a result of the variation game, and when a specified number of variation games have been executed, the probability that the swinging effect will be executed in the variation state is higher than the probability that the swinging effect will be executed during the specified period after the special result is derived as a result of the variation game.
[0263] (Appendix 3-4) A gaming machine described in any one of appendices (Appendix 3-1) to (Appendix 3-3), in which, during the specified period, the rocking effect is not executed, and the probability of the rocking effect being executed is lower than when the game is in the variable state.
[0264] (Appendix 4-1) A gaming machine capable of executing a variable game using a predetermined symbol and configured so that the variable game can be viewed through a transparent part, the gaming machine is equipped with a swinging means and a performance control means capable of executing control related to the execution of a performance, and states related to the predetermined symbol in the variable game include a variable state in which at least a part of the predetermined symbol changes, a special stop state in which the predetermined symbol swings, and a specific stop state in which the predetermined symbol definitely stops, and in the variable game, the result of the variable game is derived by the predetermined symbol definitely stopping, and when a predetermined period has elapsed after the variable game has ended in the specific stop state, the next variable game can be started, and the performance includes a swing performance that can be executed by swinging the swinging means, and the transparent part can swing as the swing performance is executed, and when a predetermined number of variable games have been executed, the probability that the swing performance will be executed when the special stop state is in effect is higher than the probability that the swing performance will be executed when the predetermined period is in effect.
[0265] (Appendix 4-2) A gaming machine as described in (Appendix 4-1), in which it is possible to specify that when a special result is derived as a result of a variation game, the gaming machine will be controlled to an advantageous state, and the swinging effect can be executed during the specified period after the special result is derived as a result of the variation game, and when a specified number of variation games have been executed, the probability that the swinging effect will be executed when in the special stop state is higher than the probability that the swinging effect will be executed during the specified period after the special result is derived as a result of the variation game.
[0266] (Appendix 4-3) A gaming machine described in (Appendix 4-1) or (Appendix 4-2) in which the state relating to the specified pattern during the specified period does not include the same state as when the special stop state is present, but includes the same state as when the specific stop state is present.
[0267] (Appendix 4-4) A gaming machine described in any one of appendices (Appendix 4-1) to (Appendix 4-3), in which, during the specified period, the rocking effect is not executed, and the probability of the rocking effect being executed is lower than when the special stop state is in effect.
[0268] (Appendix 5-1) A gaming machine capable of executing a variable game using a predetermined pattern and configured so that the variable game can be viewed through a transparent part, the gaming machine comprising: a swingable swing means; and a performance control means capable of executing control relating to the execution of a performance, the performance includes a swing performance that can be executed by swinging the swing means, the transparent part can swing as the swing performance is executed, the states relating to the predetermined patterns in the variable game include a variable state in which at least a part of the predetermined patterns swing, a special stop state in which the predetermined patterns swing, and a specific stop state in which the predetermined patterns definitely stop, the result of the variable game is derived by the predetermined patterns definitely stopping, when in the special stop state, the predetermined patterns may repeat a first amount of displacement, and when the swing performance is being executed, the transparent part may repeat a second amount of displacement, the second amount of displacement being smaller than the first amount of displacement.
[0269] (Appendix 5-2) A gaming machine as described in (Appendix 5-1), comprising a first frame body in which the transparent portion is provided, and a second frame body in which a game execution means capable of executing a variable game is provided, and the rocking means is provided on the first frame body.
[0270] (Additional Note 5-3) A gaming machine as described in (Additional Note 5-2), in which the distance from the swinging means to the game execution means is longer than the distance from the swinging means to the transparent portion. (Appendix 6-1) A gaming machine capable of executing a variable game using a predetermined pattern and configured so that the variable game can be viewed through a transparent section, the gaming machine comprising: a swingable swing means; and a performance control means capable of executing control relating to the execution of a performance, the state relating to the predetermined pattern in the variable game includes a variable state in which at least a portion of the predetermined pattern changes, the performance includes a swing performance which can be executed by swinging the swing means, the transparent section can swing as the swing performance is executed, and when the swing performance is executed in the variable state, a specific performance different from the swing performance is executed, thereby making it possible to reduce the visibility of the predetermined pattern.
[0271] (Appendix 6-2) A gaming machine as described in (Appendix 6-1), which is provided with a movable part, which is movable from a first position to a second position as the specific effect is executed, and when the movable part is in the second position, when viewed from the front, at least a part of a game execution means capable of executing a variable game and the movable part overlap, thereby making it possible to reduce the visibility of the specified pattern, and when the oscillation effect is executed in a latter half of the period in which the game is in the variable state, the probability of the specific effect being executed is higher than when the oscillation effect is executed in a first half of the period in which the game is in the variable state.
[0272] (Appendix 6-3) The state relating to the specified pattern in a variable game includes a specific stop state in which the specified pattern will definitely stop, and when the rocking effect is executed in the variable state, the display area of the specified pattern becomes smaller than when in the specific stop state, thereby reducing the visibility of the specified pattern. (Appendix 6-1) or (Appendix 6-2) A gaming machine as described in.
[0273] (Appendix 6-4) A gaming machine as described in (Appendix 6-1) or (Appendix 6-2), in which when the rocking effect is executed during the varying state, the visibility of the specified pattern can be reduced by hiding the specified pattern, and when the specified pattern is hidden, the specified pattern is displayed again after the rocking effect ends.
[0274] (Additional Note 7-1) A gaming machine capable of executing a variable game using a predetermined pattern and configured so that the variable game can be viewed through a transparent section, the gaming machine comprising: a swingable swing means; and a performance control means capable of executing control relating to the execution of a performance, wherein a state relating to the predetermined pattern in the variable game includes a variable state in which at least a portion of the predetermined pattern changes, the performance includes a swing performance that can be executed by swinging the swing means, the transparent section can swing as the swing performance is executed, and when the swing performance is executed in the variable state, a specific performance different from the swing performance is executed, thereby making it possible to reduce the visibility of the predetermined pattern, and when the swing performance is executed in the variable state, a special performance different from the specific performance can be executed, and the special performance is a performance in which a predetermined image can be dynamically displaced.
[0275] (Appendix 7-2) A gaming machine as described in (Appendix 7-1), in which the amount of displacement by which the transparent portion can be displaced as the rocking effect is executed is smaller than the amount of displacement by which the specified image can be dynamically displaced.
[0276] (Appendix 7-3) A gaming machine as described in (Appendix 7-1) or (Appendix 7-2), which is provided with a movable part, which is movable from a first position to a second position as the specific effect is executed, and when the movable part is located at the second position, when viewed from the front, at least a part of a game execution means capable of executing a variable game and the movable part overlap, thereby making it possible to reduce visibility of the specified pattern, and when the rocking effect is executed in a latter half of the period in which the game is in the variable state, the probability of the specific effect being executed is higher than when the rocking effect is executed in a first half of the period in which the game is in the variable state, and when the specific effect is executed when the rocking effect is executed, the probability of the special effect being executed is higher than when the specific effect is not executed when the rocking effect is executed. [Explanation of symbols]
[0277] 10...Amusement machine 11...Frame body 11a...Outer frame 11b...Middle frame 11c...Front frame 12...Transparent section 14...Swing device 20...Support section 21...Opening 40...Main control board 41...Microprocessor 42...Main CPU 43...Main ROM 44...Main RWM 45...Random number circuit 50...Sub-control board 51...Sub-CPU 52...Sub-ROM 53...Sub-RWM 60...Power supply unit 60a...Power switch EH...Performance display device EY...Movable body GH...Image display section HD...Launch handle
Claims
【Claim 1】 In a gaming machine capable of executing a variable game using a plurality of reels and configured to be able to visually recognize the variable game through a transparent portion, a swingable swinging means, an effect control means capable of executing control related to the execution of an effect, are provided, Regarding the state related to the variable game, there are at least a variable state in which the reels of at least some columns vary and a specific stop state in which the reels of all columns stop deterministically, In the variable game, the result of the variable game is derived by the reels of all columns stopping deterministically, In the above effect, there is a swinging effect that can be executed by the swinging means swinging, As the swinging effect is executed, the transparent portion is swingable, A winning game can be executed according to the result of the variable game, The above effect includes a cautionary effect regarding tipping, The cautionary effect can be executed during at least a part of the winning game, When a predetermined number of variable games are executed, the probability that the swinging effect is executed in a state where the cautionary effect is not executed is higher than the probability that the swinging effect is executed in a state where the cautionary effect is executed, When a predetermined number of variable games are executed, the probability that the swinging effect is executed when in the variable state is higher than the probability that the swinging effect is executed when in the specific stop state, A body member having game execution means capable of executing a variable game, An opening / closing member provided on the front side of the body member and capable of opening and closing with respect to the body member, are provided, The opening / closing member is provided with the transparent portion and the swinging means, The distance from the swinging means to the game execution means is longer than the distance from the swinging means to the transparent portion, The variable state has a first half state and a second half state, In the second half state, the period during which the reels of some columns swing and the reels of the remaining columns vary is more likely to be longer than in the first half state, When the swinging effect is executed, it is possible to reduce the visibility of the reels by executing a specific effect different from the swinging effect, A gaming machine characterized in that it is easier to execute the specific effect when the swinging effect is executed in the second half state than when the swinging effect is executed in the first half state.
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