gaming machines

The gaming machine incorporates variable game execution and state control mechanisms with targeted warnings to address addiction, ensuring effective warning issuance and promoting responsible gaming.

JP7789389B2Active Publication Date: 2025-12-22NEWGIN KK
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Patent Information

Application Number
JP2023195864
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-17
Publication Date
2025-12-22
Estimated Expiration
2043-11-17

AI Technical Summary

Technical Problem

Conventional gaming machines lack effective warnings for addiction, necessitating improved mechanisms to address this issue.

Method used

A gaming machine equipped with first and second variable game execution means, state control means, and warning means, allowing for controlled game states and targeted warnings, particularly terminating addiction warnings when switching from a second state to a first state during game execution.

Benefits of technology

Enables effective issuance of warnings, enhancing user awareness of potential addiction, thereby promoting responsible gaming.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of effectively calling attention.SOLUTION: After switching from a high base state where it is recommended to shoot a game ball to the right area to a low base state where it is recommended to shoot a game ball to the left area, a performance display device can call attention when a game ball is shot to the right area. As a result, it is possible to call attention effectively to a player who has shot a game ball to the right area even though the high base state has been switched to the low base state and has a higher possibility to be absorbed in the game.SELECTED DRAWING: Figure 18
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Description

[Technical Field]

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

[0002] Conventional gaming machines include pachinko gaming machines and reel gaming machines (so-called slot machines), etc. For example, Patent Document 1 discloses a gaming machine that issues a warning to users about addiction. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2019-092563 Summary of the Invention [Problem to be solved by the invention]

[0004] Today, it is desirable to implement effective warnings. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a gaming machine that is configured to be able to launch gaming balls into a gaming area, and is equipped with a first variable game execution means that can execute a first variable game, a second variable game execution means that can execute a second variable game, a state control means that can control a state, and a warning means that can execute a warning; The first variable game can be executed in response to a ball entering a ball entrance provided in a first game area corresponding to the left side area of ​​the game area, and the second variable game can be executed in response to a ball entering a ball entrance provided in a second game area corresponding to the right side area of ​​the game area, The state control means can control the following states in the game area: The aforementioned a first state in which it is recommended to launch a game ball into a first game area; The aforementioneda second state in which it is recommended to launch a game ball into a second game area, and the warning means is capable of issuing a warning about addiction, and when the warning about addiction is being issued by the warning means after switching from the second state to the first state, when the execution of the first variable game is started, the execution of the warning about addiction by the warning means is terminated. There is . [Effects of the Invention]

[0006] According to the present invention, it is possible to effectively issue a warning. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko gaming machine. [Figure 2] FIG. 2 is a front view of the game board. [Figure 3] Figure 3(a) is a diagram showing the winning probability of the first jackpot lottery, Figure 3(b) is a diagram showing the winning probability of the second jackpot lottery, Figure 3(c) is a diagram explaining the first jackpot game and the second jackpot game, and Figure 3(d) is a diagram explaining the third jackpot game and the fourth jackpot game. [Figure 4] Figure 4(a) is a diagram showing an example of the display content of the effect display device when the first effect game is executed in the first display area while the second effect game is executed in the second display area, and Figure 4(b) is a diagram showing an example of the display content of the effect display device when the second effect game is executed in the first display area while the first effect game is executed in the second display area. [Figure 5] FIG. 5 is a diagram showing the effects in the standby state. [Figure 6] FIG. 6 is a diagram showing an example of the display content of the effect display device when a motion precursor effect is executed, and the flow of motion of the upper movable body after the motion precursor effect is executed. [Figure 7] FIG. 7 is a diagram showing whether or not a fixed effect, a specific effect, and customization of the specific effect are executed. [Figure 8] FIG. 8(a) is a diagram showing a right-hit image RG, and FIG. 8(b) is a diagram showing a left-hit image LG. [Figure 9] FIG. 9 is a block diagram showing the electrical configuration of a pachinko gaming machine. [Figure 10] 10(a) to 10(c) are diagrams showing an example of the display content of the effect display device after the execution of an attention call is started in the standby state. [Figure 11] Figures 11(a) and 11(b) are diagrams showing the relationship between the ending presentation and the warning that is executed when a jackpot game is awarded, and Figures 11(c) and 11(d) are diagrams showing an example of the display content of the presentation display device after the execution of the warning has begun when a jackpot game is awarded. [Figure 12] Figure 12(a) is a diagram showing that a warning is issued after the first special reserve number is 0 after the end of the first special game, Figure 12(b) is a diagram showing an example of the display content of the effect display device when a warning is issued after the first special reserve number is 0 after the end of the first special game, and Figure 12(c) is a diagram showing that a warning is not issued as a result of the passage of time after the second special game is ended and the second special reserve number is 0, even if time passes. [Figure 13] Figures 13(a) and 13(b) are figures showing an example of the display content of the effect display device after a warning is issued when the second special game is being played, and Figure 13(c) is a figure showing the relationship between whether or not a warning is issued and the expected probability of a jackpot. [Figure 14] Figure 14(a) is a diagram showing an example of the display content of the effect display device when a warning is issued in response to a switch from a high base state to a low base state, Figure 14(b) is a diagram showing an example of the display content of the effect display device when the warning ends in response to the execution of the first special game, and Figure 14(c) is a diagram showing an example of the display content of the effect display device when a warning is issued when a game ball is launched into the right-hand area after a switch from a high base state to a low base state. [Figure 15]FIG. 15 is a diagram illustrating the case where each special game is executed when a warning is being issued. [Figure 16] FIG. 16 is a diagram showing the relationship between whether or not the first special game and the second special game are executed and various types of warnings. [Figure 17] 17(a) and 17(b) are diagrams showing examples of warnings. [Figure 18] 18(a) to 18(e) are diagrams showing an example of the display content of the effect display device when an attention call is executed. DETAILED DESCRIPTION OF THE INVENTION

[0008] (First embodiment) Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player.

[0009] As shown in FIG. 1, a pachinko gaming machine 10 (hereinafter referred to as the gaming machine 10) includes an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to a gaming machine installation facility (so-called island facility) such as an amusement parlor. The middle frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A gaming board unit including a gaming board 20 is fixed to the middle frame 13. The front frame 14 is supported on the front side of the middle frame 13 so as to be openable and closable so as to cover the front of the gaming board 20. A protective glass 15 that protects the gaming board 20 is supported on the front frame 14. Note that while only a portion of the protective glass 15 is shown in FIG. 1, in reality, it entirely covers the opening 14a of the front frame 14. The gaming machine 10 includes a launch handle 16 on the front side of the front frame 14. The launch handle 16 is located in a position accessible to a player. In the gaming machine 10, gaming balls as gaming media are shot with an intensity corresponding to the amount of operation (rotation amount) of the shooting handle 16. That is, the gaming machine 10 is configured so that the shooting intensity of the gaming balls can be adjusted by operating the shooting handle 16. The gaming machine 10 is provided with an upper button B1 and a lower button B2 on the front side of the front frame 14 that can be operated by the player.

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

[0011] An upper movable body 80 is provided on the upper part of the gaming machine 10. The upper movable body 80 is provided on the front frame 14. The upper movable body 80 is displaceable between an original position Pa and a performance position Pb. That is, the upper movable body 80 is configured to be movable between the original position Pa and the performance position Pb. The upper movable body 80 operates by receiving power from a performance actuator EA (shown in FIG. 9). In the gaming machine 10, the upper movable body 80 has a gear mechanism for transmitting the power of the performance actuator EA. In the gaming machine 10, the power of the performance actuator EA passes through the gear mechanism to operate the upper movable body 80. In this way, the upper movable body 80 is a movable body. The gaming machine 10 also has an original position sensor GS (shown in FIG. 9) that can detect the upper movable body 80 when the upper movable body 80 is located at the original position Pa. Although not shown, in the gaming machine 10, a sticker is attached near the upper movable body 80, warning users about at least one of the following: the risk of their body coming into contact with the upper movable body 80 and the risk of their fingers getting pinched when the upper movable body 80 moves.

[0012] As shown in FIG. 2, a game area 21 that is substantially circular in front view is defined on the front side of the game board 20. The game board 20 is provided with a guide path 21a that guides launched game balls to the game area 21. The game board 20 is provided with a prevention valve 21b that prevents game balls launched into the game area 21 from returning back to the guide path 21a. The launched game balls are guided by the guide path 21a, pass through the prevention valve 21b located at the most downstream side of the guide path 21a, and reach the game area 21. The game balls that reach the game area 21 flow down the game area 21. In this way, the gaming machine 10 is configured to be able to launch game balls into the game area 21.

[0013] The gaming machine 10 is equipped with an information display panel 22. The information display panel 22 displays various information indicating the control status of the gaming machine 10. The information display panel 22 is equipped with a first special symbol display unit 22a. The first special symbol display unit 22a variably displays predetermined symbols and displays a first special symbol variation game (hereinafter referred to as the first special game) that ultimately displays the first special symbol as a fixed, stopped symbol. In this embodiment, the first special game corresponds to the first variation game. In this embodiment, the first special symbol display unit 22a, which can execute the first special game, functions as first variation game execution means that can execute the first variation game.

[0014] The information display panel 22 is equipped with a second special symbol display unit 22b. The second special symbol display unit 22b variably displays predetermined symbols and displays a second special symbol variation game (hereinafter referred to as the second special game) that ultimately displays the second special symbol as a fixed, stopped symbol. In this embodiment, the second special game corresponds to the second variation game. In this embodiment, the second special symbol display unit 22b, which can execute the second special game, functions as second variation game execution means that can execute the second variation game.

[0015] In the following description, the first special game and the second special game may be collectively referred to as the "special game" or the "special symbol variable game." As such, the special game as a variable game includes a first special game as a first variable game and a second special game as a second variable game. In this embodiment, the special symbol display units 22a and 22b capable of executing special games function as variable game execution means capable of executing variable games. The first special game and the second special game are different types of special games. The special symbol is a symbol for notifying the result of an internal lottery (jackpot lottery) described later. In this manner, the gaming machine 10 is configured to be able to execute special games. The first special symbol display unit 22a is capable of executing the first special game separately from the second special game. Similarly, the second special symbol display unit 22b is capable of executing the second special game separately from the first special game.

[0016] In this specification, the term "variable display" refers to a state in which the type of displayed symbol changes over time. In this specification, the term "determined stop display" refers to a state in which symbols are deterministically displayed and the type of displayed symbol does not change. In the following description, "determined stop display" may be referred to as "derived." The special symbols that can be deterministically displayed in the first special symbol display unit 22a include at least a jackpot symbol and a loss symbol. Thus, the results that can be deterministically displayed in the first special game include at least a loss symbol as a loss result and a jackpot symbol as a win result. In other words, the results derived in the first variable game include at least a loss result and a win result. Furthermore, the special symbols that can be deterministically displayed in the second special symbol display unit 22b include a jackpot symbol and a loss symbol. Thus, the results that can be deterministically displayed in the second special game include at least a loss symbol as a loss result and a jackpot symbol as a win result. That is, the results derived in the second variation game include at least a losing result and a winning result.

[0017] As described above, a player can recognize a jackpot when a jackpot symbol is displayed as a fixed stop in a special game, and can recognize a loss when a losing symbol is displayed as a fixed stop in a special game. If a jackpot is won, a jackpot game is awarded after the special game that resulted in the win is completed. For example, in the gaming machine 10, a jackpot game is awarded after a jackpot symbol is displayed as a fixed stop in a first special game. That is, the gaming machine 10 is configured to award a jackpot game after a jackpot symbol is displayed as a fixed stop in the first special game. That is, this embodiment is configured to award a winning game after a winning result is derived in the first variable game. For example, in the gaming machine 10, a jackpot game is awarded after a jackpot symbol is displayed as a fixed stop in a second special game. That is, the gaming machine 10 is configured to award a jackpot game after a jackpot symbol is displayed as a fixed stop in the second special game. That is, this embodiment is configured to be able to award a winning game after a winning result is derived in the second variable game. As described above, in the gaming machine 10, a winning game is awarded after the end of the winning variable game. A jackpot game is advantageous for the player because the player can acquire a large number of prize balls and other benefits.

[0018] In the gaming machine 10, the first special game and the second special game can be executed simultaneously. That is, in the gaming machine 10, the first special game and the second special game can be executed in parallel. In this way, the gaming machine 10 is configured to be able to execute the first special game and the second special game in parallel. That is, in this embodiment, the first variable game and the second variable game can be executed in parallel. Therefore, the gaming machine 10 is configured to be able to execute the second special game even while the first special game is being executed. Similarly, the gaming machine 10 is configured to be able to execute the first special game even while the second special game is being executed. Furthermore, in the gaming machine 10, if a jackpot symbol is derived in the first special game during the execution of the second special game, a losing symbol is derived in the second special game, and the second special game ends. Similarly, in the gaming machine 10, if a jackpot symbol is derived in the second special game during the execution of the first special game, a losing symbol is derived in the first special game, and the first special game ends. However, in the gaming machine 10, if a losing symbol is derived in the first special game while the second special game is being executed, the second special game does not end and the execution of the second special game continues. Similarly, in the gaming machine 10, if a losing symbol is derived in the second special game while the first special game is being executed, the first special game does not end and the execution of the first special game continues.

[0019] The information display panel 22 is provided with a first special hold display section 22c. The first special hold display section 22c recognizably displays the number of first special games whose execution has been put on hold because the start conditions have been met but the execution conditions have not yet been met (hereinafter referred to as the first special hold number). The information display panel 22 is provided with a second special hold display section 22d. In the gaming machine 10, the upper limit of the first special hold number is four. In the following description, a first special game whose execution has been put on hold may be simply referred to as a "put on hold first special game" or a "put on hold first special game." In this way, the gaming machine 10 is capable of putting on hold the execution of a first special game.

[0020] The second special hold display unit 22d recognizably displays the number of second special games whose execution is on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the second special hold number). In the gaming machine 10, the upper limit of the second special hold number is 4. In the following description, a second special game whose execution is on hold may be simply referred to as a "second special game on hold" or a "second special game on hold." In this way, the gaming machine 10 is capable of holding the execution of a second special game. As described above, the gaming machine 10 is capable of holding the execution of a special game.

[0021] The information display panel 22 includes a normal symbol display unit 22e. The normal symbol display unit 22e variably displays predetermined symbols and displays a normal symbol variable game (hereinafter referred to as the normal game) that ultimately displays a fixed normal symbol. The normal symbols that can be fixed and displayed on the normal symbol display unit 22e include at least a normal win symbol and a normal loss symbol. Thus, the results that are fixed and displayed in the normal game include at least a normal loss symbol and a normal win symbol. A player can recognize a normal win when a normal win symbol is fixed and displayed in the normal game, and can recognize a normal loss when a normal loss symbol is fixed and displayed in the normal game. When a normal win is won in the normal win lottery, a normal win game is awarded after the normal game that is the subject of the win is completed. In other words, the gaming machine 10 is configured to award a normal win game after a normal win is fixed and displayed in the normal game.

[0022] In the gaming machine 10, the base game can be executed simultaneously with the special game. That is, in the gaming machine 10, the base game can be executed in parallel with the special game. In this way, the gaming machine 10 is configured to be able to execute the special game and the base game in parallel. Therefore, the gaming machine 10 is configured to be able to execute the base game even while the special game is being executed. Similarly, the gaming machine 10 is configured to be able to execute the special game even while the base game is being executed. In the gaming machine 10, if a special game is executed based on winning the jackpot lottery, the jackpot game is awarded after the special game ends. On the other hand, in the gaming machine 10, if a base game is executed based on winning the normal jackpot lottery, the normal jackpot game is awarded after the normal game ends. In this way, the base game is a different type of variable game from the special game. For example, if the special game is considered to be the first type of variable game, the base game can be considered to be the second type of variable game. In the gaming machine 10, if a jackpot symbol is derived in the special game during execution of the base game, the base game does not end and execution of the base game continues. Furthermore, in the gaming machine 10, if a losing symbol is derived in a special game during execution of a normal game, the normal game does not end, and execution of the normal game continues. Similarly, in the gaming machine 10, if a normal winning symbol is derived in the normal game during execution of a special game, the special game does not end, and execution of the special game continues. Furthermore, in the gaming machine 10, if a normal losing symbol is derived in the normal game during execution of a special game, the special game does not end, and execution of the special game continues.

[0023] The information display panel 22 is equipped with a normal hold display section 22f. The normal hold display section 22f recognizably displays the number of normal games whose execution is on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number). In the gaming machine 10, the upper limit of the normal hold number is four. In the following description, a normal game whose execution is on hold may be simply referred to as a "held normal game." In this way, the gaming machine 10 is capable of holding the execution of a normal game.

[0024] The information display panel 22 is equipped with a right-hit lamp 22g. Details will be described later, but the right-hit lamp 22g is capable of notifying that a right-hit is recommended in situations where a right-hit is recommended. The right-hit lamp 22g is composed of one light-emitting element. For example, the light-emitting element that constitutes the right-hit lamp 22g lights up when a situation where a right-hit is recommended exists. On the other hand, the light-emitting element that constitutes the right-hit lamp 22g turns off when a situation where a right-hit is not recommended exists. In the following description, the lighting of the light-emitting element that constitutes the right-hit lamp 22g may be referred to as "the right-hit lamp 22g turns on," and the turning off of the light-emitting element that constitutes the right-hit lamp 22g may be referred to as "the right-hit lamp 22g turns off."

[0025] The gaming machine 10 has a center frame 23 decorated with various ornaments in the approximate center of the play area 21 of the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center role or a center role object.

[0026] The gaming machine 10 includes an effect display device 25. For example, the effect display device 25 may be a display device such as a liquid crystal display or an organic electroluminescence (EL) display. The effect display device 25 includes a display area 25r in which an image is displayed. The effect display device 25 is capable of displaying an image. The effect display device 25 is attached to the gaming board 20 so that the player can view the display area 25r through the opening 23a of the center frame 23. The effect display device 25 executes an effect (hereinafter referred to as a display effect) in which a predetermined image is displayed as one of the effects. In this embodiment, the function of the effect execution means capable of executing an effect is realized by at least one of the effect devices: the decorative lamp 17 as a light-emitting means capable of emitting light; the speaker 18 as a sound output means capable of outputting sound; and the effect display device 25 as a display means capable of displaying an image. Thus, the effect execution means includes at least one of a light-emitting means, a sound output means, and a display means.

[0027] The gaming machine 10 is provided with a first start opening 26 as a start opening. The first start opening 26 is always open so that a gaming ball can enter the opening. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 9 ) that detects a gaming ball that has entered the first start opening 26. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the first start opening 26, and the first start sensor SE1 is disposed in the ball passage. In this embodiment, when a gaming ball is detected by the first start sensor SE1, a start condition for the first special game may be established, and a payout condition for a prize ball is also established. This embodiment is configured so that execution of the first special game can be suspended when a gaming ball enters the first start opening 26.

[0028] The gaming machine 10 is provided with a second start opening 27 as a start opening. The start openings in the gaming machine 10 include a first start opening 26 and a second start opening 27. The second start opening 27 is a ball entry opening different from the first start opening 26. The gaming machine 10 is provided with a second start sensor SE2 (shown in FIG. 9 ) that detects a gaming ball that has entered the second start opening 27. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the second start opening 27, and the second start sensor SE2 is disposed in the ball passage. In this embodiment, when a gaming ball is detected by the second start sensor SE2, a start condition for the second special game may be established, and a payout condition for a prize ball is also established. In this embodiment, the execution of the second special game can be suspended when a gaming ball enters the second start opening 27. As described above, this embodiment is configured to be able to suspend the execution of a special game when a gaming ball enters the start opening 26, 27. The second start opening 27 also has a first variable member 28 as a variable member. The first variable member 28 is operable between an open state in which a gaming ball can enter the second start opening 27 and a closed state in which a gaming ball cannot enter the second start opening 27. When the first variable member 28 is in the open state, the gaming ball is permitted to enter the second start opening 27. When the first variable member 28 is in the closed state, the gaming ball is not permitted to enter the second start opening 27. The open state in which a gaming ball can enter the second start opening 27 can be considered an open state that permits the gaming ball to enter the second start opening 27. On the other hand, the closed state in which a gaming ball cannot enter the second start opening 27 can be considered a closed state that restricts the gaming ball from entering the second start opening 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in FIG. 9). The first variable member 28 is operated to the open state during normal winning games. In the following explanation, the first variable member 28 being in the open state may be referred to as "the second start opening 27 being opened," and the first variable member 28 being in the closed state may be referred to as "the second start opening 27 being closed."

[0029] The gaming machine 10 is provided with a first large prize opening 29 as a prize opening through which gaming balls can enter. In this embodiment, the first large prize opening 29 corresponds to the first prize opening through which gaming balls can enter. The first large prize opening 29 is a ball opening different from the first start opening 26 and the second start opening 27. The gaming machine 10 is provided with a first count sensor SE3 (shown in FIG. 9 ) that detects gaming balls that have entered the first large prize opening 29. For example, the first large prize opening 29 is connected to a ball passage that guides the entered gaming balls to the back side of the gaming board 20, and the first count sensor SE3 is disposed in the ball passage. When a gaming ball is detected by the first count sensor SE3, a condition for paying out a prize ball is met. The first large prize opening 29 has a second variable member 30. The second variable member 30 is operable between an open state in which game balls can enter the first large prize opening 29 and a closed state in which game balls cannot enter the first large prize opening 29. When the second variable member 30 is in the open state, game balls are permitted to enter the first large prize opening 29. When the second variable member 30 is in the closed state, game balls are not permitted to enter the first large prize opening 29. Therefore, the open state in which game balls can enter the first large prize opening 29 can be said to be an open state that allows game balls to enter the first large prize opening 29. On the other hand, the closed state in which game balls cannot enter the first large prize opening 29 can be said to be a closed state that restricts game balls from entering the first large prize opening 29. The second variable member 30 is operated by receiving power from a second actuator A2 (shown in FIG. 9 ). The second variable member 30 can be operated to the open state during a jackpot game. In the following explanation, the second variable member 30 being in the open state may be referred to as "the first large prize opening 29 being opened," and the second variable member 30 being in the closed state may be referred to as "the first large prize opening 29 being closed."

[0030] The gaming machine 10 is provided with a second large prize opening 31 as a prize opening through which gaming balls can enter. In this embodiment, the second large prize opening 31 corresponds to the second prize opening through which gaming balls can enter. That is, the prize openings include at least a first prize opening and a second prize opening. The second large prize opening 31 is a ball opening different from the first start opening 26 and the second start opening 27. The second large prize opening 31 is a ball opening different from the first large prize opening 29. The gaming machine 10 is provided with a second count sensor SE4 (shown in FIG. 9 ) that detects gaming balls that have entered the second large prize opening 31. For example, a ball passage that guides the entered gaming balls to the back side of the gaming board 20 is connected to the second large prize opening 31, and the second count sensor SE4 is disposed in the ball passage. When the second count sensor SE4 detects a gaming ball, the payout condition for the prize ball is met. The second large prize opening 31 has a third variable member 32. The third variable member 32 is operable between an open state in which gaming balls can enter the second large prize opening 31 and a closed state in which gaming balls cannot enter the second large prize opening 31. When the third variable member 32 is in the open state, gaming balls are allowed to enter the second large prize opening 31. When the third variable member 32 is in the closed state, gaming balls are not allowed to enter the second large prize opening 31. Therefore, the open state in which gaming balls can enter the second large prize opening 31 can be said to be an open state that allows gaming balls to enter the second large prize opening 31. On the other hand, the closed state in which gaming balls cannot enter the second large prize opening 31 can be said to be a closed state that restricts gaming balls from entering the second large prize opening 31. The third variable member 32 operates by receiving power from a third actuator A3 (shown in FIG. 9). The third variable member 32 can be operated to an open state during a jackpot game. In the following description, the third variable member 32 being in an open state may be referred to as "the second large winning opening 31 being opened," and the third variable member 32 being in a closed state may be referred to as "the second large winning opening 31 being closed."

[0031] The gaming machine 10 is equipped with a gate 33. The gate 33 is located to the left of the center frame 23 in the gaming area 21. The gate 33 has a gate opening that is always open so that gaming balls can enter. The gate 33 is a ball entry opening different from the first start opening 26 and the second start opening 27. A gate sensor SE5 (shown in FIG. 9) that detects gaming balls that enter and pass through the gate opening is disposed at the gate opening. When a gaming ball is detected by the gate sensor SE5, a start condition for a normal game may be established. The gate 33 can also be considered as a start opening for a normal game. As described above, this embodiment is configured to be able to suspend the execution of a normal game when a gaming ball enters the gate 33.

[0032] The gaming machine 10 is equipped with an outlet 34. In the gaming machine 10, gaming balls that do not enter the start ports 26, 27 or the special prize ports 29, 31 are discharged outside the machine through the outlet 34. The gaming machine 10 is equipped with game components such as nails (gaming nails) and windmills to change the behavior of gaming balls flowing down the gaming area 21. In addition, the gaming machine 10 may be equipped with a normal prize port in which the conditions for starting the special game and the conditions for starting the normal game are not met, but the conditions for paying out prize balls are met. The normal prize port is also called a general prize port.

[0033] Next, the path along which the gaming ball flows down in this embodiment will be described. The gaming machine 10 has multiple paths through which gaming balls flow down the play area 21, depending on the launch strength of the gaming balls. The paths through which gaming balls flow down can also be understood as areas through which gaming balls flow down. The multiple paths include a first path R1 that passes through the left side of the center frame 23 to the outlet 34, and a second path R2 that passes through the right side of the center frame 23 to the outlet 34. The first path R1 and the second path R2 may overlap partially or not entirely. Hereinafter, when the play board 20 is viewed from the front, the area located to the left of the center line CL that bisects the play area 21 horizontally is referred to as the left area RA, and the area located to the right of the center line CL is referred to as the right area RB. The path flowing down the left area RA corresponds to the first path R1, and the path flowing down the right area RB corresponds to the second path R2. In this embodiment, the left area RA of the play area 21 corresponds to the first play area. In this embodiment, the right area RB of the game area 21 corresponds to the second game area.

[0034] By operating the launch handle 16 to adjust the launch strength of the game ball, the player can selectively hit the game ball into the left area RA or the right area RB, and cause the game ball to enter the start holes 26, 27, the special prize holes 29, 31, and the gate 33. Specifically, when the game ball is launched with a weaker launch strength (a so-called left-handed shot), the game ball is more likely to be guided down the left area RA and may enter the first start hole 26. On the other hand, when the game ball is launched with a stronger launch strength (a so-called right-handed shot), the game ball is more likely to be guided down the right area RB and may enter any of the second start hole 27, the special prize holes 29, 31, and the gate 33. That is, the first start hole 26 is located on the first route R1, and the second start hole 27, the special prize holes 29, 31, and the gate 33 are located on the second route R2. That is, the left-side area RA is provided with a first starting hole 26, and the right-side area RB is provided with a second starting hole 27, large prize holes 29 and 31, and a gate 33. When flowing down the first path R1, the gaming ball is less likely to enter the second starting hole 27, large prize holes 29 and 31, and gate 33 compared to when flowing down the second path R2. When flowing down the second path R2, the gaming ball is less likely to enter the first starting hole 26 compared to when flowing down the first path R1. In this specification, launching a gaming ball so that it flows down the first path R1 may be referred to as a "left hit," and launching a gaming ball so that it flows down the second path R2 may be referred to as a "right hit."

[0035] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery (the probability of winning the jackpot lottery). The high probability state is a gaming state with a higher jackpot probability compared to the low probability state. The high probability state is what is known as a "probability variable state (probability variable state)," and the low probability state is a "non-probability variable state (non-probability variable state)." In the following explanation, the high probability state will be referred to as the "probability variable state," and the low probability state will be referred to as the "non-probability variable state."

[0036] Here, the winning probability of the big win lottery in the gaming machine 10 will be explained based on FIG. 3(a) and FIG. 3(b). In the gaming machine 10, the winning probability of the jackpot lottery triggered by a ball entering the first starting port 26 (hereinafter referred to as the first jackpot lottery) is different from the winning probability of the jackpot lottery triggered by a ball entering the second starting port 27 (hereinafter referred to as the second jackpot lottery). The first jackpot lottery corresponds to a winning lottery related to the first special game. In contrast, the second jackpot lottery corresponds to a winning lottery related to the second special game. In the gaming machine 10, the probability of winning a jackpot in the first jackpot lottery is different from the probability of winning a jackpot in the second jackpot lottery, regardless of whether the gaming machine is in a non-probability variable state or a probability variable state. In this way, in the gaming machine 10, the probability of winning a jackpot in the winning lottery related to the first variation game is different from the probability of winning a jackpot in the winning lottery related to the second variation game.

[0037] Specifically, as shown in FIG. 3(a), in the gaming machine 10, the winning probability of the first jackpot lottery when the game is not in a variable probability state is 1 / 340. On the other hand, in the gaming machine 10, the winning probability of the first jackpot lottery when the game is in a variable probability state is 1 / 180. Also, as shown in FIG. 3(b), in the gaming machine 10, the winning probability of the second jackpot lottery when the game is not in a variable probability state is 1 / 350. On the other hand, in the gaming machine 10, the winning probability of the second jackpot lottery when the game is in a variable probability state is 1 / 150. Thus, in the non-variable probability state, the probability of winning a jackpot in the first jackpot lottery is higher than the probability of winning a jackpot in the second jackpot lottery. On the other hand, in the variable probability state, the probability of winning a jackpot in the first jackpot lottery is lower than the probability of winning a jackpot in the second jackpot lottery. In addition, the difference in the probability of winning a jackpot in the second jackpot lottery when the game is in a non-probability variable state and when the game is in a probability variable state is greater than the difference in the probability of winning a jackpot in the first jackpot lottery when the game is in a non-probability variable state and when the game is in a probability variable state.

[0038] The gaming machine 10 also has a low base state and a high base state as gaming states in which the ratio of the number of winning balls to the number of launched gaming balls is different. The high base state is a gaming state in which the probability of a gaming ball entering the second starting hole 27 is higher than in the low base state. The high base state is a so-called "electric support state," and the low base state is a "non-electric support state." The high base state has a higher advantage in terms of balls entering the second starting hole 27 than in the low base state. In this embodiment, the low base state corresponds to the first state, and the high base state corresponds to the second state. In other words, the states include the first state and the second state.

[0039] The high base state can be realized, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low base state. The second control is normal symbol probability variation control, which increases the probability of winning the normal win lottery (normal win probability) compared to the low base state. The third control is opening time extension control, which lengthens the total opening time of the first variable member 28 in one normal win game compared to the low base state. Note that the opening time extension control may be at least one of control for increasing the number of times the first variable member 28 is opened in one normal win game compared to the low base state and control for lengthening the opening time of the first variable member 28 in one normal win game compared to the low base state. The high base state may also be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state (variation shortening state)."

[0040] In the gaming machine 10, the probability of winning the normal win lottery is higher when the base level is high than when the base level is low. Therefore, in the gaming machine 10, the number of normal win games awarded per unit time is likely to be greater when the base level is high than when the base level is low. On the other hand, in the gaming machine 10, the fluctuation time of the normal game is shorter when the base level is high than when the base level is low. As mentioned above, in the high base level, the number of normal win games awarded is greater than when the base level is low. However, even taking this into account, in the gaming machine 10, the number of normal games executed per unit time is likely to be greater when the base level is high than when the base level is low.

[0041] In the gaming machine 10, the first variable member 28 does not enter the open state when the gaming machine is in the low base state. Therefore, it is assumed that the gaming ball will not enter the second starting hole 27 when the gaming machine is in the low base state. The gaming machine 10 is configured so that the normal winning lottery is not won when the gaming machine is in the low base state, so that the first variable member 28 does not enter the open state when the gaming machine is in the low base state, and the gaming ball will not enter the second starting hole 27. In addition, when the gaming machine is in the low base state, for example, even if the normal winning lottery is won, the first variable member 28 can be configured not to enter the open state, so that the gaming ball will not enter the second starting hole 27. In the gaming machine 10, the low base state can be said to be a state in which the gaming ball cannot enter the second starting hole 27, and the high base state can be said to be a state in which the gaming ball can enter the second starting hole 27. Incidentally, the gaming machine 10 may be configured so that the first variable member 28 may be in the open state even in the low base state, and so that a gaming ball can enter the second starting hole 27 even in the low base state. As described above, the gaming machine 10 can be controlled to a high base state, which is more advantageous than a low base state.

[0042] In the gaming machine 10, when controlled to a low base state, it is recommended to hit the ball to the left, i.e., to launch the game ball into the left area RA. The low base state corresponds to a first state in which it is recommended to launch the game ball into the first game area of ​​the game area. On the other hand, in the gaming machine 10, when controlled to a high base state, it is recommended to hit the ball to the right, i.e., to launch the game ball into the right area RB. In particular, in the gaming machine 10, when a normal win game is awarded, it is recommended to hit the ball to the right, i.e., to launch the game ball into the right area RB. The high base state corresponds to a second state in which it is recommended to launch the game ball into the second game area of ​​the game area. Incidentally, in the gaming machine 10, when a jackpot game is awarded, it is recommended to hit the ball to the right, i.e., to launch the game ball into the right area RB.

[0043] Next, a big win in the gaming machine 10 will be described. The gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The multiple types of jackpot symbols include a first jackpot symbol, a second jackpot symbol, a third jackpot symbol, and a fourth jackpot symbol. The first jackpot symbol and the second jackpot symbol can be fixed and displayed in the first special game, but not in the second special game. On the other hand, the third jackpot symbol and the fourth jackpot symbol cannot be fixed and displayed in the first special game, but can be fixed and displayed in the second special game. In this way, a jackpot symbol that can be fixed and displayed in the first special game will not be fixed and displayed in the second special game. Similarly, a jackpot symbol that can be fixed and displayed in the second special game will not be fixed and displayed in the first special game.

[0044] Each of the multiple types of jackpot symbols is assigned a specific type of jackpot. The jackpot symbol may also be assigned a specific game state after the jackpot game has ended. In a jackpot game, an opening effect is first performed over an opening time to notify the player of the start of the jackpot game. After the opening effect ends, a round game is played in which the first large prize slot 29 or the second large prize slot 31 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the large prize slots 29 and 31 remain open until a first round end condition is met, in which a predetermined maximum number of game balls enter the slot, or a second round end condition is met, in which a predetermined maximum opening time has elapsed. In a round game, a round effect is performed. After the final round game is completed, an ending effect is performed over an ending time to notify the player of the end of the jackpot game. The big win game ends as the ending time elapses.

[0045] For jackpot symbols classified as the first jackpot symbol, the type of jackpot is defined as "first jackpot." For jackpot symbols classified as the first jackpot symbol, the maximum number of rounds of play is defined as "10 times." For jackpot symbols classified as the first jackpot symbol, it is defined that the game state after the jackpot game ends will be a probability variable state. For jackpot symbols classified as the first jackpot symbol, it is defined that the game state after the jackpot game ends will be a high base state. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as the first jackpot symbol may be referred to as a "first jackpot game."

[0046] For jackpot symbols classified as second jackpot symbols, the type of jackpot is defined as "second jackpot." For jackpot symbols classified as second jackpot symbols, the maximum number of rounds of play is defined as "10." For jackpot symbols classified as second jackpot symbols, the game state after the jackpot game ends is defined as a non-variable state. Furthermore, for jackpot symbols classified as second jackpot symbols, the game state after the jackpot game ends is defined as a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as second jackpot symbols may be referred to as a "second jackpot game."

[0047] As shown in FIG. 3(c), the opening time for the first and second jackpot games is set to "10 seconds." The ending time for the first and second jackpot games is set to "12 seconds." Ten rounds of play are played in the first and second jackpot games. In one round of play in the first and second jackpot games, the first large prize opening 29 is opened. In one round of play in the first and second jackpot games, the upper limit of the number of balls that can be entered to establish the first round end condition is set to "12 balls." In one round of play in the first and second jackpot games, the upper limit of the opening time to establish the second round end condition is set to "25 seconds." Incidentally, in the gaming machine 10, the number of gaming balls (number of prize balls) awarded based on the entry of a gaming ball into the first large prize opening 29 is set to "15 balls." In this way, the gaming machine 10 is configured to be able to award a jackpot game in which the first large prize opening 29 is opened and a gaming ball is allowed to enter the first large prize opening 29 after a winning result is derived in the first variable game.

[0048] For jackpot symbols classified as the third jackpot symbol, the type of jackpot is defined as "third jackpot." For jackpot symbols classified as the third jackpot symbol, the maximum number of rounds of play is defined as "6 times." For jackpot symbols classified as the third jackpot symbol, the game state after the end of the jackpot game is defined as a probability variable state. For jackpot symbols classified as the third jackpot symbol, the game state after the end of the jackpot game is defined as a high base state. In the following explanation, jackpot games awarded based on jackpot symbols classified as the third jackpot symbol may be referred to as "third jackpot games."

[0049] For jackpot symbols classified as the fourth jackpot symbol, the type of jackpot is defined as "fourth jackpot." For jackpot symbols classified as the fourth jackpot symbol, the maximum number of rounds of play is defined as "6." For jackpot symbols classified as the fourth jackpot symbol, the game state after the jackpot game is defined as a non-variable state. Furthermore, for jackpot symbols classified as the fourth jackpot symbol, the game state after the jackpot game is defined as a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as the fourth jackpot symbol may be referred to as a "fourth jackpot game."

[0050] As shown in FIG. 3(d), the opening time for the third and fourth jackpot games is set to "5 seconds." The ending time for the third and fourth jackpot games is set to "3 seconds." Six rounds of play are played in the third and fourth jackpot games. The second large prize opening 31 is opened during one round of play in the third and fourth jackpot games. The upper limit for the number of balls that can be entered during one round of play in the third and fourth jackpot games, at which the first round end condition is met, is set to "9 balls." The upper limit for the opening time during one round of play in the third and fourth jackpot games, at which the second round end condition is met, is set to "20 seconds." Incidentally, in the gaming machine 10, the number of gaming balls (number of prize balls) awarded based on the entry of a gaming ball into the second large winning opening 31 is set to "10 balls." In this way, the gaming machine 10 is configured to be able to award a jackpot game in which the entry of a gaming ball into the second large winning opening 31 is permitted by opening the second large winning opening 31 after a winning result is derived in the second variable game.

[0051] As described above, in the first jackpot game and the second jackpot game, the first large prize opening 29 is opened, and game balls are allowed to enter the first large prize opening 29. In other words, in the jackpot game that is awarded after the jackpot result is determined and stopped in the first special game, game balls are allowed to enter the first large prize opening 29. In other words, in the winning game that is awarded after the winning result is derived in the first variable game, game balls are allowed to enter the first prize opening of the first and second prize openings. On the other hand, in the third jackpot game and the fourth jackpot game, the second large prize opening 31 is opened, and game balls are allowed to enter the second large prize opening 31. In other words, in the jackpot game that is awarded after the jackpot result is determined and stopped in the second special game, game balls are allowed to enter the second large prize opening 31. That is, in a winning game that is awarded after a winning result is derived in the second variable game, the game ball is allowed to enter the second winning port out of the first winning port and the second winning port.

[0052] The first and second jackpot games have a higher upper limit on the number of rounds than the third and fourth jackpot games. Also, the upper limit opening time for the first large prize opening 29 in one round of play in the first and second jackpot games is longer than the upper limit opening time for the second large prize opening 31 in one round of play in the third and fourth jackpot games. Therefore, the time for which the first large prize opening 29 is open in the first and second jackpot games is longer than the time for which the second large prize opening 31 is open in the third and fourth jackpot games. In other words, the time during which game balls are allowed to enter the first large prize opening 29 during a jackpot game that is awarded after the jackpot symbol is displayed as a fixed stop in the first special game is longer than the time during which game balls are allowed to enter the second large prize opening 31 during a jackpot game that is awarded after the jackpot symbol is displayed as a fixed stop in the second special game. In other words, the time during which game balls are allowed to enter the first prize opening during a winning game that is awarded after a winning result is derived in the first variation game is longer than the time during which game balls are allowed to enter the second prize opening during a winning game that is awarded after a winning result is derived in the second variation game.

[0053] In addition, the upper limit of the number of balls that can enter in one round of play in the first and second jackpot games is greater than the upper limit of the number of balls that can enter in one round of play in the third and fourth jackpot games. In addition, the number of prize balls that can be awarded when a game ball enters the first large prize opening 29 that opens in the first and second jackpot games is greater than the number of prize balls that can be awarded when a game ball enters the second large prize opening 31 that opens in the third and fourth jackpot games.

[0054] Furthermore, the number of game balls that a player can acquire by being awarded the first jackpot game and the second jackpot game is greater than the number of game balls that a player can acquire by being awarded the third jackpot game and the second jackpot game. Therefore, in the gaming machine 10, the first special game in which the first jackpot game and the second jackpot game can be awarded is more advantageous than the second special game in which the third jackpot game and the fourth jackpot game can be awarded. In other words, the advantageous degree of the first special game is higher than the advantageous degree of the second special game. In other words, in this embodiment, the advantageous degree of the first variable game is higher than the advantageous degree of the second variable game.

[0055] The effects that the effect display device 25 can execute include an effect pattern game (hereinafter referred to as an effect game) in which effect symbols (hereinafter referred to as effect symbols) are displayed in a variable manner in multiple columns, and finally, a combination of effect symbols is displayed as a fixed combination. The effect game is executed by varying multiple columns of effect symbols. The effect symbols are also called "decorative symbols" or "decorative symbols." The effect game is executed by varying (scrolling) the first, second, and third column of symbols in a vertical direction. In the following explanation, the "first column" will be referred to as the "left column," and the "first symbol" will be referred to as the "left symbol," the "second column" will be referred to as the "middle column," and the "second symbol" will be referred to as the "middle symbol," and the "third column" will be referred to as the "right column," and the "third symbol" will be referred to as the "right symbol." In each column, effect symbols resembling the numbers [1] to [8] are displayed in a variable manner in a predetermined order.

[0056] The effect game is executed in conjunction with the special game. Specifically, the effect game starts when the special game starts and ends when the special game ends. The gaming machine 10 is configured to be able to execute an effect game during the execution of a special game. In the effect game, a combination of effect symbols corresponding to the special symbols displayed as fixed symbols in the special game is displayed as fixed symbols. When a jackpot symbol is displayed as fixed symbols in the special game, the effect game displays a fixed symbol combination of the effect symbols. For example, a jackpot symbol combination is a symbol combination in which the effect symbols in all columns are the same, such as

[0777] . When a losing symbol is displayed as fixed symbols in the special game, the effect game displays a fixed symbol combination of the effect symbols in the effect game. For example, a losing symbol combination is a symbol combination in which the effect symbols in at least some columns are different from the effect symbols in the other columns, such as

[0323] or

[0112] . In this way, the effect display device 25 executes an effect game in conjunction with the execution of a special game. In the effect game, the effect symbol is temporarily stopped before being displayed as a fixed stop symbol. In this specification, the term "temporary stop display" refers to a state that indicates that the symbol may be displayed as a variable again, such as a "fluctuating state," or a state that indicates that the symbol is different from the fixed stop display.

[0057] In the gaming machine 10, the effect games include a first effect game and a second effect game. The first effect game is played in conjunction with a first special game. The second effect game is played in conjunction with a second special game.

[0058] As shown in FIG. 4(a), when the base level is low, the display area 25r of the effect display device 25 is divided into a first display area 25a and a second display area 25b that is smaller than the first display area 25a. When the base level is low, the second display area 25b is formed to the upper right of the display area 25r of the effect display device 25. On the other hand, when the base level is low, the display area of ​​the display area 25r of the effect display device 25 other than the second display area 25b becomes the first display area 25a. The first display area 25a becomes the display area that includes the center of the display area 25r of the effect display device 25. Then, when the base level is low, the first effect game is executed in the first display area 25a. On the other hand, when the base level is low, the second effect game is executed in the second display area 25b. In the gaming machine 10, when the base is low, the first presentation game performed in conjunction with the first special game is executed so as to attract the player's attention more easily than the second presentation game performed in conjunction with the second special game.

[0059] As shown in FIG. 4(b), in the high base state, as in the low base state, the display area 25r of the effect display device 25 is divided into a first display area 25a and a second display area 25b that is smaller than the first display area 25a. In the high base state, the second display area 25b is formed in the upper left of the display area 25r of the effect display device 25. On the other hand, in the high base state, the display area of ​​the display area 25r of the effect display device 25 other than the second display area 25b becomes the first display area 25a. The first display area 25a becomes the display area that includes the center of the display area 25r of the effect display device 25. Then, in the high base state, the first effect game is executed in the second display area 25b. On the other hand, in the high base state, the second effect game is executed in the first display area 25a. In the gaming machine 10, when in a high base state, a second performance game performed in conjunction with a second special game is executed so as to attract the player's attention more easily than a first performance game performed in conjunction with a first special game.

[0060] In the gaming machine 10, after a special game ends, a post-stop interval period begins. After a special game resulting in a jackpot ends, the jackpot game is awarded after the post-stop interval period ends. Furthermore, after a special game resulting in a loss ends, if the execution of a special game is suspended, the execution of the next special game begins after the post-stop interval period ends. Specifically, after a first special game resulting in a loss ends, if the execution of the first special game is suspended, the execution of the next first special game begins after the post-stop interval period ends. Similarly, after a second special game resulting in a loss ends, if the execution of the second special game is suspended, the execution of the next second special game begins after the post-stop interval period ends. On the other hand, after a special game resulting in a loss ends, if the execution of a special game is not suspended, the gaming machine enters a standby state after the post-stop interval period ends. Specifically, after a special game resulting in a loss ends, if the execution of both the first special game and the second special game is not suspended, the gaming machine enters a standby state after the post-stop interval period ends.

[0061] 5, in the gaming machine 10, after the execution of the special game ends at timing t11, a post-stop interval period occurs until timing t12. When the post-stop interval period ends at timing t12, if the execution of neither the first special game nor the second special game is suspended, the gaming machine 10 enters a standby state.

[0062] In the standby state, the effect display device 25 executes a symbol display standby effect, a video standby effect, and a logo effect. Specifically, when the standby state is entered at timing t12, the effect display device 25 executes a symbol display standby effect until timing t13, at which the first standby time has elapsed. Thereafter, the effect display device 25 executes a video standby effect from timing t13, at which the second standby time has elapsed. Furthermore, the effect display device 25 executes a logo effect from timing t14, at which the third standby time has elapsed. Then, in the standby state, the effect display device 25 repeatedly executes the symbol display standby effect, the video standby effect, and the logo effect in that order. For example, when the logo effect ends at timing t15, the effect display device 25 executes the symbol display standby effect again for the first standby time.

[0063] In the symbol display standby effect, the effect display device 25 temporarily stops and displays three rows of effect symbols in the first effect game. Furthermore, in the symbol display standby effect, the effect display device 25 temporarily stops and displays three rows of effect symbols in the second effect game. In the video standby effect, the effect display device 25 executes, for example, an effect introducing a character that is the motif of the gaming machine 10 or an effect introducing an effect executed in the gaming machine 10. The video standby effect is sometimes called a customer waiting effect or a demonstration effect (abbreviated as demo effect). In the logo effect, the effect display device 25 executes an effect that displays the logo of at least one of the manufacturer and distributor of the gaming machine 10.

[0064] The gaming machine 10 is configured to be capable of executing a confirmation effect as a winning confirmation effect. The confirmation effect is an effect that notifies that the special game being executed will be a jackpot. The confirmation effect is an effect that is executed only when the jackpot lottery is won. The confirmation effect is also called a premium effect (or premium effect). In the gaming machine 10, the confirmation effect is executed when the upper movable body 80 moves to the effect position Pb and a confirmation sound is output from the speaker 18. In this way, the confirmation effect is one of the effects that the speaker 18 can execute. In other words, in this embodiment, the win confirmation effect is one of the effects that the effect execution means can execute.

[0065] In addition, the gaming machine 10 is configured to be able to execute a jackpot notification effect. The jackpot notification effect is an effect that notifies the player that a jackpot game has been awarded. The jackpot notification effect is executed during the opening time of the jackpot game. The jackpot notification effect is executed by moving the upper movable body 80 to the effect position Pb. As described above, in the gaming machine 10, the upper movable body 80 moves during the confirmation effect and the jackpot notification effect. The jackpot notification effect may be configured to be executed, for example, when the game is controlled to a high probability state after the end of the jackpot game. For example, the jackpot notification effect may be configured to be executed only when the first jackpot game and the third jackpot game are awarded. In this case, the jackpot notification effect can also be said to be an effect that notifies the player that the game is controlled to a high probability state after the end of the jackpot game.

[0066] As shown in Fig. 6, in the gaming machine 10, before the upper movable body 80 moves, the effect display device 25 executes an effect that allows the player to identify that the upper movable body 80 will move (hereinafter referred to as an action precursor effect). In this embodiment, an image resembling an upward arrow that encourages the player to pay attention to the upper movable body 80 and text information saying "Pay attention to up!" are displayed on the effect display device 25, and the action precursor effect is executed. Then, in the gaming machine 10, after the action precursor effect is executed, the upper movable body 80 moves.

[0067] As shown in FIG. 7 , in the gaming machine 10, a confirmation effect can be executed while the first special game is being executed based on winning a jackpot in the jackpot lottery (first jackpot lottery) held when the first special game is being executed, i.e., based on the jackpot symbol being displayed as a fixed stop in the first special game. On the other hand, in the gaming machine 10, a confirmation effect is not executed based on winning a jackpot in the jackpot lottery (second jackpot lottery) held when the second special game is being executed, i.e., based on the jackpot symbol being displayed as a fixed stop in the second special game. In this way, in the gaming machine 10, when a jackpot symbol is displayed as a fixed stop in the first special game, a confirmation effect can be executed while the first special game is being executed based on the jackpot symbol being displayed as a fixed stop in the first special game. In other words, when a winning result is derived in the first variation game, a winning confirmation effect can be executed while the first variation game is being executed based on the winning result being derived in the first variation game. On the other hand, in the gaming machine 10, when the jackpot symbol is displayed as a fixed stop in the second special game, the fixed effect is not executed based on the fixed stop display of the jackpot symbol in the second special game. In other words, when a winning result is derived in the second variation game, the winning fixed effect is not executed based on the winning result being derived in the second variation game.

[0068] As shown in FIG. 7, the gaming machine 10 is configured to be able to execute a special effect. A special effect is an effect that can raise expectations that the currently running special game will result in a jackpot. In the gaming machine 10, a special effect is executed by displaying an image related to the special effect on the effect display device 25. As such, the effects that can be executed by the effect display device 25 include special effects. That is, in this embodiment, the effects that can be executed by the effect execution means include special effects. Furthermore, there are multiple types of effect content for the special effects. In addition, in the gaming machine 10, when a special effect is executed, the expectation that the currently running special game will result in a jackpot (so-called jackpot expectation rate) differs depending on the effect content of the specific effect.

[0069] In the gaming machine 10, a specific effect can be executed during the execution of the first special game. That is, in the gaming machine 10, a specific effect can be executed in conjunction with the execution of the first special game. That is, it can be said that the specific effect can be executed in conjunction with the execution of the first variation game. In this way, the effects that can be executed by the effect execution means include effects that can be executed in conjunction with the execution of the first variation game. Also, in the gaming machine 10, a specific effect can be executed during the execution of the second special game. That is, in the gaming machine 10, a specific effect can be executed in conjunction with the execution of the second special game. That is, it can be said that the specific effect can be executed in conjunction with the execution of the second variation game. In this way, the effects that can be executed by the effect execution means include effects that can be executed in conjunction with the execution of the second variation game. As described above, the effects that can be executed by the effect execution means include effects that can be executed in conjunction with the execution of the first variation game and effects that can be executed in conjunction with the execution of the second variation game.

[0070] Furthermore, the gaming machine 10 is configured to allow customization of the specific effects that can be executed in conjunction with the execution of the first special game. That is, in this embodiment, the effects that can be executed in conjunction with the execution of the first variable game are configured to be customizable. On the other hand, the gaming machine 10 is configured to prevent customization of the specific effects that can be executed in conjunction with the execution of the second special game. In the gaming machine 10, when the specific effects that can be executed in conjunction with the execution of the first special game are customized, the probability that the specific effects will be executed is lower than when the specific effects that can be executed in conjunction with the execution of the first special game are not customized. In other words, in the gaming machine 10, customizing the specific effects that can be executed in conjunction with the execution of the first special game can reduce the probability that the specific effects will be executed. As a result, in the gaming machine 10, customizing the specific effects that can be executed in conjunction with the execution of the first special game can reduce the frequency with which the specific effects are executed within a period in which a unit number of first special games are executed. Incidentally, the probability of a specific effect being executed when the specific effect executable in association with the execution of the first special game is customized is the same as the probability of a specific effect being executed in association with the execution of the second special game. In other words, by customizing the specific effect executable in association with the execution of the first special game, the gaming machine 10 can make the probability of a specific effect being executed in association with the execution of the first special game the same as the probability of a specific effect being executed in association with the execution of the second special game.

[0071] As shown in FIG. 4(a), in the gaming machine 10, when customizing a specific effect that can be executed in conjunction with the execution of the first special game, a selection image SG1 is displayed on the effect display device 25, indicating that customization has been selected. The selection image SG1 includes text information that reads "Effect Customization = ON." On the other hand, as shown in FIG. 4(b), in the gaming machine 10, when not customizing a specific effect that can be executed in conjunction with the execution of the first special game, a non-selection image SG2 is displayed on the effect display device 25, indicating that no customization has been selected. The non-selection image SG2 includes text information that reads "Effect Customization = OFF."

[0072] In the gaming machine 10, by operating at least one of the up button B1 and the down button B2, it is possible to customize the specific effects that can be executed in conjunction with the execution of the first special game. For example, in the gaming machine 10, if either the up button B1 or the down button B2 is operated when a selection image SG1 is displayed on the effect display device 25, it is selected not to customize the specific effects that can be executed in conjunction with the execution of the first special game, and a non-selection image SG2 is displayed on the effect display device 25 instead of the selection image SG1. For example, in the gaming machine 10, if either the up button B1 or the down button B2 is operated when a non-selection image SG2 is displayed on the effect display device 25, it is selected to customize the specific effects that can be executed in conjunction with the execution of the first special game, and the selection image SG1 is displayed on the effect display device 25 instead of the non-selection image SG2.

[0073] In the gaming machine 10, when in a standby state, it is possible to customize the specific effects that can be executed in conjunction with the execution of the first special game by operating at least one of the Up button B1 and the Down button B2. In the gaming machine 10, when the first special game is being executed, it is possible to customize the specific effects that can be executed in conjunction with the execution of the first special game by operating at least one of the Up button B1 and the Down button B2. In the gaming machine 10, when the second special game is being executed, it is possible to customize the specific effects that can be executed in conjunction with the execution of the first special game by operating at least one of the Up button B1 and the Down button B2. In the gaming machine 10, when a jackpot game has been awarded, it is possible to customize the specific effects that can be executed in conjunction with the execution of the first special game by operating at least one of the Up button B1 and the Down button B2.

[0074] The gaming machine 10 can execute a right-hit effect that encourages a right hit. The right-hit effect corresponds to an effect that encourages the gaming ball to flow down to the right-side area RB. In the gaming machine 10, the right-hit effect is executed by displaying a right-hit image RG on the effect display device 25.

[0075] As shown in FIG. 8(a), in this embodiment, the right-hit image RG is an image imitating an arrow pointing to the right. Furthermore, the right-hit image RG is an image including the text information "right hit." The right-hit effect is executed when right-hit is recommended. For example, in the gaming machine 10, the right-hit effect is executed when the gaming machine 10 is in a high base state. For example, in the gaming machine 10, the right-hit effect is executed when a jackpot game has been awarded. For example, in the gaming machine 10, the effect mode of the right-hit effect when the gaming machine 10 is in a high base state may be different from the effect mode of the right-hit effect when a jackpot game has been awarded. In the gaming machine 10, the ability to execute a right-hit effect corresponds to the ability to encourage right-hit, i.e., the ability to encourage the launch of a gaming ball into the right-side region RB. In other words, the effect display device 25 is capable of executing a right-hit effect and encouraging the launch of a gaming ball into the right-side region RB as the second gaming region.

[0076] The gaming machine 10 can execute a left-hit effect that encourages a left-hit. The left-hit effect corresponds to an effect that encourages a gaming ball to flow down to the left area RA. In the gaming machine 10, the left-hit effect is executed by displaying a left-hit image LG on the effect display device 25.

[0077] As shown in FIG. 8(b), in this embodiment, the left-hit image LG is an image imitating an arrow pointing left. Furthermore, the left-hit image LG is an image including text information such as "Please return to left-hit." The left-hit effect is executed when left-hit is recommended. Specifically, the left-hit effect in the gaming machine 10 is executed in a situation where left-hit is recommended after the situation switches from one where right-hit is recommended to one where left-hit is recommended. In the gaming machine 10, the ability to execute a left-hit effect corresponds to the ability to encourage left-hit, i.e., the ability to encourage the launch of a gaming ball into the left-side area RA. In other words, the effect display device 25, which serves as a launch promotion means, can execute a left-hit effect and encourage the launch of a gaming ball into the left-side area RA, which serves as the first gaming area. As described above, in the gaming machine 10, after switching from a high-base state to a low-base state, the effect display device 25 can execute a left-hit effect in the low-base state. That is, after switching from the second state to the first state, in the first state, the launch promotion means can promote the launch of the game ball into the first game area.

[0078] The left-hit effect ends when the left-hit effect duration (for example, 15 seconds) has elapsed. In other words, the execution of the left-hit effect ends when the time has elapsed. However, the right-hit effect continues to be executed even if time has elapsed if the situation is such that a right hit is recommended. In other words, the execution of the right-hit effect does not end when the time has elapsed.

[0079] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 9, the gaming machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of the processes. The gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes for executing light-emitting effects by the decorative lamps 17, sound effects by the speakers 18, and display effects by the effect display device 25. The main board 40 and the sub-board 50 are disposed on the back side of the gaming board 20. The gaming board unit includes the main board 40 and the sub-board 50. Therefore, it can be said that the main board 40 and the sub-board 50 are disposed inside the machine. The main board 40 is connected to the sub-board 50.

[0080] First, the main board 40 will be described. The main board 40 is equipped with a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing its control program (main control program). The main ROM 42 stores the main control program and a lottery table used for a predetermined lottery. The main ROM 42 stores a jackpot determination value used in the jackpot lottery. Specifically, the main ROM 42 stores a jackpot determination value (hereinafter referred to as the first jackpot determination value) used in the first jackpot lottery. The first jackpot determination value includes a first high probability value and a first common value. In the first jackpot lottery when the game is not in a variable probability state, only the first common value is used out of the first common value and the first high probability value, while in the first jackpot lottery when the game is in a variable probability state, both the first common value and the first high probability value are used. The main ROM 42 also stores a jackpot determination value (hereinafter referred to as the second jackpot determination value) used in the second jackpot lottery. The second jackpot determination value includes a second high probability value and a second common value. In the second jackpot lottery when the probability variable state is not established, only the second common value is used out of the second common value and the second high probability value, while in the second jackpot lottery when the probability variable state is established, both the second common value and the second high probability value are used. The main ROM 42 stores an effect determination value used in the effect lottery. The effect lottery is a lottery that determines whether to execute a reach effect when the jackpot lottery is not won, and corresponds to a reach lottery. The effect determination values ​​include a first effect determination value used in the effect lottery that is held when a jackpot is not won in the first jackpot lottery, and a second effect determination value used in the effect lottery that is held when a jackpot is not won in the second jackpot lottery. The main ROM 42 stores normal win determination values ​​used in normal win lotteries. The normal win determination values ​​include a normal high probability value and a normal common value. In normal win lotteries when the base state is low, only the normal common value is used out of the normal common value and the normal high probability value, while in normal win lotteries when the base state is high, both the normal common value and the normal high probability value are used.

[0081] The main ROM 42 stores a plurality of types of fluctuation patterns. The plurality of types of fluctuation patterns are associated with a fluctuation time from the start of a special game to the end of the special game. In other words, the fluctuation time of the special game is associated with the fluctuation pattern. The fluctuation pattern can be said to be information capable of identifying the fluctuation time of the special game. In the gaming machine 10, the fluctuation time of the special game is determined by determining the fluctuation pattern. The fluctuation pattern may be information capable of identifying some or all of the presentation content of the presentation game that is performed from the start of the special game to the end of the special game. The fluctuation pattern includes, for example, a jackpot fluctuation pattern and a loss fluctuation pattern. The jackpot fluctuation pattern is associated with a presentation content of the presentation game that goes through a reach presentation and finally displays a fixed jackpot pattern combination based on the presentation patterns. The loss fluctuation pattern includes a variation pattern without a reach presentation and a variation pattern with a reach presentation. The non-miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally confirmed and stopped without going through a reach performance, while the miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally confirmed and stopped after going through a reach performance.

[0082] In the gaming machine 10, the variation patterns are classified into variation patterns that can be determined when the first special game is executed and variation patterns that can be determined when the second special game is executed. The variation patterns that can be determined when the first special game is executed and the variation patterns that can be determined when the second special game are executed may have some commonality or may be entirely different. In the gaming machine 10, the longest variation time among the variation times associated with the variation patterns that can be determined when the first special game is executed is longer than the longest variation time among the variation times associated with the variation patterns that can be determined when the second special game is executed. Therefore, the longest variation time among the variation times of the first special game is longer than the longest variation time among the variation times of the second special game. In other words, the longest variation time among the variation times of the second special game is shorter than the longest variation time among the variation times of the first special game. That is, the longest variation time among the variation times of the first variation game is longer than the longest variation time among the variation times of the second variation game. In other words, the longest fluctuation time among the fluctuation times of the second fluctuation game is shorter than the longest fluctuation time among the fluctuation times of the first fluctuation game.

[0083] The main ROM 42 stores a plurality of types of variation patterns for the normal game. The plurality of types of variation patterns for the normal game are associated with a variation time from the start of the normal game to the end of the normal game. That is, the variation pattern for the normal game is associated with a variation time of the normal game. The variation patterns for the normal game include, for example, a variation pattern for the normal game that can be determined in a low base state and a variation pattern for the normal game that can be determined in a high base state. The variation pattern for the normal game that can be determined in a low base state and the variation pattern for the normal game that can be determined in a high base state may be partially common to each other, or may be entirely different.

[0084] In the gaming machine 10, the longest variation time among the variation times associated with the variation patterns for the normal game that can be determined in the low base state is longer than the longest variation time among the variation patterns for the normal game that can be determined in the high base state. Therefore, the longest variation time among the variation times for the normal game in the low base state is longer than the longest variation time among the variation times for the normal game in the high base state. In other words, the longest variation time among the variation times for the normal game in the high base state is longer than the longest variation time among the variation times for the normal game in the low base state. Incidentally, in the gaming machine 10, the longest variation time among the variation times associated with the variation patterns that can be determined when the special game is executed is longer than the longest variation time among the variation patterns for the normal game that can be determined when the normal game is executed. Therefore, the longest variation time among the variation times for the special game is longer than the longest variation time among the variation times for the normal game.

[0085] The main RWM 43 is configured to be able to store various information that is rewritten as appropriate during operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be able to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0086] A first start sensor SE1, a second start sensor SE2, a first count sensor SE3, a second count sensor SE4, and a gate sensor SE5 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE5 via a port (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 is able to control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1, a second actuator A2, and a third actuator A3 are also connected to the main board 40. The main CPU 41 is able to control the operation of the various actuators A1 to A3 via a drive circuit (not shown).

[0087] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes its control program (sub-control program) to perform various processes (for example, processes related to performance). The sub-ROM 52 stores the sub-control program, lottery tables used in the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the mode (content) of the display performance in the performance display device 25. The sub-ROM 52 also stores light-emitting performance data that can identify the mode (content) of the light-emitting performance in the decorative lamp 17. The sub-ROM 52 stores sound performance data that can identify the mode (content) of the sound performance in the speaker 18.

[0088] The sub-RWM 53 is configured to be able to store various information that can be rewritten as appropriate during operation of the gaming machine 10. The information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to be able to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0089] The decorative lamps 17, the speaker 18, and the performance display device 25 are connected to the sub-board 50. The sub-CPU 51 is capable of controlling the decorative lamps 17, the speaker 18, and the performance display device 25 via a drive circuit (not shown). An up button B1 and a down button B2 are connected to the sub-board 50. The sub-CPU 51 is configured to be able to input, via a port (not shown), operation signals that are output when various buttons B1, B2 are operated. A performance actuator EA is connected to the sub-board 50. The sub-CPU 51 is capable of controlling the operation of the performance actuator EA via a drive circuit (not shown). An original position sensor GS is connected to the sub-board 50. The sub-CPU 51 is configured to be able to input, via a port, detection signals output by the original position sensor GS.

[0090] The various processes executed by the main CPU 41 based on the control program will be described below. First, the special symbol input process performed by the main CPU 41 will be described. In the special symbol input process, the main CPU 41 performs a first special symbol input process. Furthermore, when the main CPU 41 finishes the first special symbol input process, it performs a second special symbol input process. Then, in the special symbol input process, when the main CPU 41 finishes the second special symbol input process, it ends the special symbol input process.

[0091] In the first special symbol input process, the main CPU 41 determines whether a gaming ball has entered the first start hole 26 based on whether a detection signal has been input from the first start sensor SE1 (hereinafter referred to as the first input determination). If the determination result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the determination result of the first input determination is positive, the main CPU 41 determines whether the first special reserve number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the first reserve determination). If the determination result of the first reserve determination is negative, the main CPU 41 terminates the first special symbol input process. If the determination result of the first reserve determination is positive, the main CPU 41 adds 1 to the first special reserve number to update it. In addition, the main CPU 41 controls the information display panel 22 to display the updated first special reserve number. The main CPU 41 stores control information capable of identifying the updated first special reserve number (hereinafter referred to as the first reserve number command) in the output buffer. Furthermore, if the result of the first hold determination is affirmative, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, the execution of the first special game is suspended by storing the random number information for the first special game in the main RWM 43. The random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. Examples of the random numbers acquired here include, for example, a first jackpot lottery random number used in the first jackpot lottery, a pattern random number used to determine the jackpot symbol, a variation pattern random number used to determine the variation pattern, and an effect lottery random number used in the effect lottery. Then, the main CPU 41 terminates the first special symbol input process.

[0092] In the second special symbol input process, the main CPU 41 determines whether a game ball has entered the second start hole 27 based on whether a detection signal has been input from the second start sensor SE2 (hereinafter referred to as the second input determination). If the determination result of the second input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the determination result of the second input determination is positive, the main CPU 41 determines whether the second special reserve number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the second reserve determination). If the determination result of the second reserve determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the determination result of the second reserve determination is positive, the main CPU 41 adds 1 to the second special reserve number to update it. The main CPU 41 controls the information display panel 22 to display the updated second special reserve number. In addition, the main CPU 41 stores control information (hereinafter referred to as the second reserve number command) capable of identifying the updated second special reserve number in the output buffer. Furthermore, if the result of the second hold determination is affirmative, the main CPU 41 acquires random numbers generated within the main board 40, stores random number information based on the acquired random numbers in the main RWM 43, and terminates the special symbol input process. At this time, the main CPU 41 stores the random number information so that it is identifiable as random number information for the second special game and the storage order of the random number information can be identified. In this embodiment, the execution of the second special game is suspended by storing the random number information for the second special game in the main RWM 43. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. The acquired random numbers include, for example, second jackpot lottery random numbers, pattern random numbers, variation pattern random numbers, and effect lottery random numbers used in the second jackpot lottery. The main CPU 41 then terminates the second special symbol input process.

[0093] Next, the special symbol start process performed by the main CPU 41 will be described. In the special symbol start processing, the main CPU 41 determines whether a jackpot game is being played. If a jackpot game is being played, the main CPU 41 terminates the special symbol start processing. On the other hand, if a jackpot game is not being played, the main CPU 41 performs a first execution determination. In the first execution determination, the main CPU 41 determines whether the first special game is not being played and whether the post-stop interval period after the end of the first special game has ended. Then, if the first special game is being played or if the post-stop interval period after the end of the first special game is in progress, the main CPU 41 makes a negative determination for the first execution determination. On the other hand, if the first special game is not being played and the post-stop interval period after the end of the first special game has ended, the main CPU 41 makes a positive determination for the first execution determination. Then, if the first execution determination is a negative determination, the main CPU 41 performs a second execution determination. On the other hand, if the first execution determination is a positive determination, the main CPU 41 performs a first reservation determination to determine whether the first special reservation number is 1 or greater. If the first reservation determination determines that the first special reservation number is not 1 or more, the main CPU 41 performs a second execution determination. On the other hand, if the first reservation determination determines that the first special reservation number is 1 or more, the main CPU 41 performs a first special symbol start process related to the execution of a first special game. After performing the first special symbol start process, the main CPU 41 performs a second execution determination.

[0094] In the second execution determination, the main CPU 41 determines whether the second special game is not being executed and whether the post-stop interval period after the end of the second special game has ended. If the second special game is being executed or the post-stop interval period after the end of the second special game is in progress, the main CPU 41 makes a negative determination for the second execution determination. On the other hand, if the second special game is not being executed and the post-stop interval period after the end of the second special game has ended, the main CPU 41 makes a positive determination for the second execution determination. If the second execution determination is a negative determination, the main CPU 41 terminates the special symbol start processing. On the other hand, if the second execution determination is a positive determination, the main CPU 41 performs a second reservation determination to determine whether the second special reservation number is 1 or more. If the second reservation determination determines that the second special reservation number is not 1 or more, the main CPU 41 terminates the special symbol start processing. On the other hand, if the second reservation determination determines that the second special reservation number is 1 or more, the main CPU 41 performs the second special symbol start processing related to the execution of the second special game. After performing the second special symbol start process, the main CPU 41 ends the special symbol start process.

[0095] Incidentally, if the first reserve determination determines that the first special reserve number is not 1 or more, and the second reserve determination determines that the second special reserve number is not 1 or more, the main CPU 41 stores control information (hereinafter referred to as a wait command) that can identify a standby state in the output buffer and terminates the special symbol start process. Note that, from the time the standby command is stored in the output buffer until the special game is executed, the main CPU 41 does not store the wait command again in the output buffer, even if the first reserve determination determines that the first special reserve number is not 1 or more, and the second reserve determination determines that the second special reserve number is not 1 or more. Note that the control information (control command) stored in the output buffer is output to the sub-board 50 in the next or subsequent timer interrupt process. In this embodiment, the standby state can be considered a state in which a special game is not being executed. In this embodiment, the standby state can be considered a state in which at least one of the special game and the normal game is not being executed. The standby state can be considered a state in which no jackpot game is occurring.

[0096] Here, the first special symbol start process will be explained. In the first special symbol start processing, the main CPU 41 updates the first special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads out the random number information for the first special game that was stored earliest from the main RWM 43. Note that after reading out the earliest random number information, the main CPU 41 erases the earliest stored random number information from the main RWM 43. Then, the main CPU 41 performs a first jackpot lottery processing. However, in the first special symbol start processing, if a second special game that has been won as a jackpot is being executed, the main CPU 41 does not perform the first jackpot lottery processing, but instead performs a first loss game processing.

[0097] In the first jackpot lottery process, the main CPU 41 performs the first jackpot lottery based on the value of the first jackpot lottery random number that can be identified from the read random number information and the first jackpot determination value stored in the main ROM 42. At this time, if the game is in a probability variable state, the main CPU 41 performs the first jackpot lottery using the first common value and the first high probability value, while if the game is in a non-probability variable state, the main CPU 41 performs the first jackpot lottery using the first common value. The main CPU 41 determines whether the value of the first jackpot lottery random number matches the first jackpot determination value, and performs the first jackpot lottery. The main CPU 41 can identify whether the game is in a non-probability variable state or a probability variable state by referring to information that can identify whether the game is in a non-probability variable state or a probability variable state (hereinafter referred to as a probability state flag) from among the information that can identify the game state stored in the main RWM 43. In this embodiment, if the value of the first jackpot lottery random number matches the first jackpot determination value, the first jackpot lottery is considered to have been won, and if the value of the first jackpot lottery random number does not match the first jackpot determination value, the first jackpot lottery is considered to have been lost. If the first jackpot lottery is won, the main CPU 41 ends the first jackpot lottery processing and executes the first jackpot game processing. On the other hand, if the jackpot lottery is not won, the main CPU 41 executes the first loss game processing. In this embodiment, the main CPU 41 executes the first jackpot lottery processing, thereby realizing a function as a first win lottery means that draws a win lottery for the first variable game.

[0098] In the first jackpot game processing, the main CPU 41 determines a jackpot symbol based on the value of the symbol random number that can be specified from the read random number information. At this time, the main CPU 41 determines a first jackpot symbol or a second jackpot symbol based on the value of the symbol random number. In the first jackpot game processing, the main CPU 41 determines a jackpot fluctuation pattern based on the value of the fluctuation pattern random number that can be specified from the read random number information. At this time, the main CPU 41 refers to information that can specify whether the game state is a low base state or a high base state (hereinafter referred to as a shortened state flag) among the information that can specify the game state stored in the main RWM 43. Then, the main CPU 41 determines a jackpot fluctuation pattern based on the value of the fluctuation pattern random number that can be specified from the read random number information, depending on whether the game state is a low base state or a high base state. After determining the special symbol and the variation pattern, the main CPU 41 ends the first jackpot game process, and stores the control information (hereinafter referred to as the symbol command) that can identify the determined special symbol and the control information (hereinafter referred to as the variation pattern command) that can identify the determined variation pattern in the output buffer. Then, the main CPU 41 ends the first special symbol start process.

[0099] In the first loss game processing, the main CPU 41 determines a loss symbol. Furthermore, in the first loss game processing, the main CPU 41 performs a loss lottery based on the value of the effect lottery random number that can be identified from the read random number information and the first effect determination value. In the first loss game processing, the main CPU 41 determines whether the value of the effect lottery random number matches the first effect determination value, and performs a loss lottery. In the first loss game processing, the main CPU 41 determines a loss variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. At this time, the main CPU 41 refers to the shortened state flag. Then, depending on whether the state is a low base state or a high base state, the main CPU 41 determines a loss variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. Furthermore, if the main CPU 41 wins the effect lottery, it determines a loss-reaching variation pattern from among the loss variation patterns based on the value of the variation pattern random number that can be identified from the read random number information. On the other hand, if the main CPU 41 does not win the effect lottery, it determines a non-miss reach variation pattern among the loss variation patterns based on the value of the variation pattern random number that can be identified from the read random number information. After determining the special symbol and variation pattern, the main CPU 41 ends the first loss game process and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 ends the first special symbol start process. Hereinafter, the symbol command stored in the output buffer in the first special symbol start process may be referred to as the first symbol command. Hereinafter, the variation pattern command stored in the output buffer in the first special symbol start process may be referred to as the first variation pattern command. In this embodiment, the main CPU 41 determines the variation pattern in the first special symbol start process, thereby realizing a function as a first variation time determination means that determines the variation time of the first variation game.

[0100] Next, the second special symbol start process will be described. In the second special symbol start processing, the main CPU 41 updates the second special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 stores a second reserve number command capable of identifying the updated second special reserve number in the output buffer. Next, the main CPU 41 reads out the earliest stored random number information from the main RWM 43 among the random number information for the second special game. Note that after reading out the earliest random number information, the main CPU 41 erases the earliest stored random number information from the main RWM 43. Then, the main CPU 41 performs a second jackpot lottery processing. However, in the second special symbol start processing, if the first special game in which a jackpot has been won is being executed, the main CPU 41 does not perform the second jackpot lottery processing, but performs a second loss game processing.

[0101] In the second jackpot lottery process, the main CPU 41 performs a second jackpot lottery based on the value of the second jackpot lottery random number that can be identified from the read random number information and the second jackpot determination value stored in the main ROM 42. At this time, if the probability variable state is active, the main CPU 41 performs a second jackpot lottery using the second common value and the second high probability value, while if the probability variable state is not active, the main CPU 41 performs a second jackpot lottery using the second common value. The main CPU 41 determines whether the value of the second jackpot lottery random number matches the second jackpot determination value, and performs a second jackpot lottery. In this embodiment, if the value of the second jackpot lottery random number matches the second jackpot determination value, the second jackpot lottery is considered to have been won, and if the value of the second jackpot lottery random number does not match the second jackpot determination value, the second jackpot lottery is considered to have been lost. Then, if the second jackpot lottery is won, the main CPU 41 ends the second jackpot lottery process and executes the second jackpot game process. On the other hand, if the jackpot lottery is not won, the main CPU 41 executes the second loss game process. In this embodiment, the main CPU 41 executes the second jackpot lottery process, thereby realizing the function of second jackpot lottery means that executes a winning lottery for the second variable game.

[0102] In the second jackpot game processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be specified from the read random number information. At this time, the main CPU 41 determines the third jackpot symbol or the fourth jackpot symbol based on the value of the symbol random number. In the second jackpot game processing, the main CPU 41 determines the jackpot fluctuation pattern based on the value of the fluctuation pattern random number that can be specified from the read random number information. At this time, the main CPU 41 references the shortened state flag stored in the main RWM 43. Then, depending on whether the state is a low base state or a high base state, the main CPU 41 determines the jackpot fluctuation pattern based on the value of the fluctuation pattern random number that can be specified from the read random number information. After determining the special symbol and fluctuation pattern, the main CPU 41 ends the second jackpot game processing and stores the symbol command and fluctuation pattern command in the output buffer. Then, the main CPU 41 ends the second special symbol start processing.

[0103] In the second loss game processing, the main CPU 41 determines a loss symbol. Furthermore, in the second loss game processing, the main CPU 41 performs a loss lottery based on the value of the effect lottery random number that can be identified from the read random number information and the second effect determination value. In the second loss game processing, the main CPU 41 determines whether the value of the effect lottery random number matches the second effect determination value, and performs a loss lottery. In the second loss game processing, the main CPU 41 determines a loss variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. At this time, the main CPU 41 refers to the shortened state flag. Then, depending on whether the state is a low base state or a high base state, the main CPU 41 determines a loss variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. Furthermore, if the main CPU 41 wins the effect lottery, it determines a loss-reaching variation pattern from among the loss variation patterns based on the value of the variation pattern random number that can be identified from the read random number information. On the other hand, if the main CPU 41 does not win the effect lottery, it determines a non-miss reach variation pattern among the loss variation patterns based on the value of the variation pattern random number that can be identified from the read random number information. After determining the special symbol and variation pattern, the main CPU 41 ends the second loss game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 ends the second special symbol start processing. Hereinafter, the symbol command stored in the output buffer in the second special symbol start processing may be referred to as the second symbol command. Hereinafter, the variation pattern command stored in the output buffer in the second special symbol start processing may be referred to as the second variation pattern command. In this embodiment, the main CPU 41 determines the variation pattern in the second special symbol start processing, thereby realizing the function of second variation time determination means that determines the variation time of the second variation game.

[0104] In the gaming machine 10, if the second special game resulting in a jackpot is being executed during the first special symbol start process, the jackpot lottery process is not executed, and the first loss game process is executed. Therefore, in the gaming machine 10, if the first special game is started during the execution of the second special game resulting in a jackpot, a loss symbol is displayed as a fixed stop in the first special game. Similarly, in the gaming machine 10, if the first special game resulting in a jackpot is being executed during the second special symbol start process, the jackpot lottery process is not executed, and the second loss game process is executed. Therefore, in the gaming machine 10, if the second special game is started during the execution of the first special game resulting in a jackpot, a loss symbol is displayed as a fixed stop in the second special game.

[0105] When the first special symbol start process in the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process and executes a first special game. Specifically, the main CPU 41 controls the information display panel 22 so that the first special game is started. Furthermore, the main CPU 41 measures the fluctuation time associated with the fluctuation pattern determined in the special symbol start process. Then, when the fluctuation time associated with the fluctuation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stopped symbol, and the first special game is ended. Furthermore, when the fluctuation time associated with the fluctuation pattern has elapsed, the main CPU 41 stores a first end command capable of specifying the end of the first special game in the output buffer. Furthermore, the main CPU 41 measures the time required for the post-stop interval period after the first special game has ended, and sets this as the post-stop interval period after the end of the first special game. When the post-stop interval period after the end of the first special game ends, the main CPU 41 refers to the first special reserved number at the end of the post-stop interval period after the end of the first special game. Then, the main CPU 41 stores control information (hereinafter referred to as the post-first interval reserved number command) capable of specifying the first special reserved number at the end of the post-stop interval period after the end of the first special game in the output buffer.

[0106] Similarly, when the second special symbol start process in the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process and executes a second special game. Specifically, the main CPU 41 controls the information display panel 22 so that the second special game is started. Furthermore, the main CPU 41 measures the fluctuation time associated with the fluctuation pattern determined in the special symbol start process. Then, when the fluctuation time associated with the fluctuation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stopped symbol, and the second special game is ended. Furthermore, when the fluctuation time associated with the fluctuation pattern has elapsed, the main CPU 41 stores a second end command in the output buffer that can specify the end of the second special game. Furthermore, the main CPU 41 measures the time required for the post-stop interval period after the second special game has ended, and sets this as the post-stop interval period after the end of the second special game. When the post-stop interval period after the end of the second special game ends, the main CPU 41 refers to the second special reserved number at the end of the post-stop interval period after the end of the second special game. Then, the main CPU 41 stores control information (hereinafter referred to as the post-second interval reserved number command) capable of specifying the second special reserved number at the end of the post-stop interval period after the end of the second special game in the output buffer.

[0107] Incidentally, if the second special game results in a jackpot during execution of the first special game and the second special symbol display section 22b displays a fixed and stopped jackpot symbol, the main CPU 41 forcibly terminates the first special game being executed and displays a fixed and stopped losing symbol on the first special symbol display section 22a. Similarly, if the first special game results in a jackpot during execution of the second special game and the first special symbol display section 22a displays a fixed and stopped jackpot symbol, the main CPU 41 forcibly terminates the second special game being executed and displays a fixed and stopped losing symbol on the second special symbol display section 22b.

[0108] Next, the prize ball processing performed by the main CPU 41 will be described. When a detection signal is input from the first start sensor SE1, the main CPU 41 controls so that game balls are dispensed as prize balls. When a detection signal is input from the second start sensor SE2, the main CPU 41 controls so that game balls are dispensed as prize balls. When a detection signal is input from the first count sensor SE3, the main CPU 41 controls so that game balls are dispensed as prize balls. When a detection signal is input from the second count sensor SE4, the main CPU 41 controls so that game balls are dispensed as prize balls. The main CPU 41 controls so that the number of game balls associated with the prize slot into which the game ball entered is dispensed as prize balls.

[0109] Next, the big win processing performed by the main CPU 41 will be described. The main CPU 41 specifies the type of jackpot game based on the jackpot symbol determined in the special symbol start process. Then, the main CPU 41 starts control to award the specified jackpot game after the jackpot special game ends. Specifically, the main CPU 41 starts control to award the jackpot game after the jackpot special game ends and the post-stop interval period ends. The main CPU 41 awards the jackpot game by executing jackpot processing. In this way, in the gaming machine 10, the jackpot game is awarded after a jackpot is won.

[0110] When the jackpot special game ends, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 counts the opening time. When the opening time has elapsed, the main CPU 41 performs processing to execute a round game. That is, the main CPU 41 controls the opening of the large prize openings 29, 31 according to the opening mode (opening pattern) set for the jackpot game. For example, when the main CPU 41 awards a first jackpot game or a second jackpot game, it controls the second actuator A2 to open the first large prize opening 29, thereby starting the round game. When the main CPU 41 awards a first jackpot game or a second jackpot game, after starting the round game, if the first round end condition or the second round end condition is met, it controls the second actuator A2 to close the open first large prize opening 29, thereby ending the round game. On the other hand, when the main CPU 41 awards a third or fourth jackpot game, it controls the third actuator A3 to open the second large prize opening 31, thereby starting a round game. When the main CPU 41 awards a third or fourth jackpot game, after starting the round game, if the first or second round end condition is met, it controls the third actuator A3 to close the open second large prize opening 31, thereby ending the round game. The main CPU 41 repeatedly performs the process for executing the round game until the maximum number of round games set for the jackpot game has been completed. The main CPU 41 stores a round command in the output buffer each time a round game starts. When the final round game has ended, the main CPU 41 stores an ending command in the output buffer. After storing the ending command in the output buffer, the main CPU 41 counts the ending time. Then, when the ending time has elapsed, the main CPU 41 ends the big win game.

[0111] Next, a description will be given of the game state processing performed by the main CPU 41. In this embodiment, the main CPU 41 performs the game state processing, thereby realizing a function as a state control means capable of controlling the state.

[0112] When controlling to a non-probability variable state, the main CPU 41 sets the probability state flag to a value that can identify that the state will be controlled to the non-probability variable state. The main CPU 41 also stores control information (hereinafter referred to as a low-probability state command) that can identify that the state will be controlled to the non-probability variable state in the output buffer. Similarly, when controlling to a probability variable state, the main CPU 41 sets the probability state flag to a value that can identify that the state will be controlled to the non-probability variable state. The main CPU 41 also stores control information (hereinafter referred to as a high-probability state command) that can identify that the state will be controlled to the non-probability variable state in the output buffer. For example, after the first jackpot game and after the third jackpot game are completed, the main CPU 41 sets the probability state flag to a value that can identify that the state will be controlled to the non-probability variable state. Meanwhile, after the second jackpot game and after the fourth jackpot game are completed, the main CPU 41 sets the probability state flag to a value that can identify that the state will be controlled to the non-probability variable state.

[0113] When controlling to the low base state, the main CPU 41 sets a value that can identify control to the low base state to the shortened state flag stored in the main RWM 43. The main CPU 41 also stores control information that can identify the low base state (hereinafter referred to as a low base state command) in the output buffer. Incidentally, when a jackpot game is awarded, the main CPU 41 sets a value that can identify control to the low base state to the shortened state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer. Thus, the states that the main CPU 41 can control include a low base state and a high base state. That is, in this embodiment, the states that the state control means can control include a first state in which it is recommended to launch a game ball into a first game area of ​​the game area, and a second state in which it is recommended to launch a game ball into a second game area of ​​the game area.

[0114] When controlling to a high base state after the end of a jackpot game, the main CPU 41 sets a value that can identify that the high base state will be controlled after the end of the jackpot game to the shortened state flag. The main CPU 41 stores control information (hereinafter referred to as a high base state command) that can identify that the high base state has been controlled after the end of the jackpot game in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as count information) that can identify the remaining number of special games to be controlled to the high base state after the end of the jackpot game. At this time, the main CPU 41 updates the count information to identify that the high base state will be controlled until the next jackpot game is awarded after the end of the first jackpot game and after the end of the third jackpot game. Meanwhile, the main CPU 41 updates the count information to identify that the high base state will be controlled until the next jackpot game is awarded after the end of the second jackpot game and after the end of the fourth jackpot game. After the second jackpot game ends and after the fourth jackpot game ends, the main CPU 41 subtracts 1 from the number of times that can be specified from the count information each time the special game ends, and updates the count information. Then, when the number of times that can be specified from the count information after subtracting 1 reaches 0, the main CPU 41 controls to a low base state. Incidentally, when a jackpot game is awarded, the main CPU 41 updates the number of times that can be specified from the count information to 0, and initializes it. Furthermore, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as a count command) that can specify the number of times that can be specified from the updated count information in the output buffer.

[0115] Next, the normal symbol input process performed by the main CPU 41 will be described. The main CPU 41 determines whether the gaming ball has entered (passed through) the gate 33 based on whether a detection signal has been input from the gate sensor SE5. If the gaming ball has not entered the gate 33, the main CPU 41 terminates the normal symbol input process. On the other hand, if the gaming ball has entered the gate 33, the main CPU 41 stores control information (hereinafter referred to as a gate entry command) capable of identifying that the gaming ball has entered the gate 33 in the output buffer. Also, if the gaming ball has entered the gate 33, the main CPU 41 determines whether the number of normal reserved balls stored in the main RWM 43 is less than the upper limit number. If the number of normal reserved balls is not less than the upper limit number, the main CPU 41 terminates the normal symbol input process. If the number of normal reserved balls is less than the upper limit number, the main CPU 41 updates the number of normal reserved balls stored in the main RWM 43 by adding 1. In this case, the main CPU 41 controls the information display panel 22 so that the updated number of normal reserved balls is displayed. The main CPU 41 also stores a normal reserve number command, capable of identifying the updated normal reserve number, in the output buffer. Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the normal game and the storage order of the random number information. In this embodiment, the execution of the normal game is suspended by storing the random number information for the normal game in the main RWM 43. The random number information for the normal game may be the acquired random number itself, or it may be information obtained by processing the random number using a predetermined method. Note that the random numbers acquired here include, for example, a normal win lottery random number used in the normal win lottery, a normal pattern random number used to determine the normal win symbol, and a normal variable pattern random number used to determine the variable pattern for the normal game. After that, the main CPU 41 terminates the normal symbol input process.

[0116] Next, the normal symbol start process performed by the main CPU 41 will be described. The main CPU 41 determines whether the execution conditions for the normal game are met. The main CPU 41 makes a positive determination if the normal game is not being played and the normal game is not being played, and makes a negative determination if the normal game is being played or the normal game is being played. If the execution conditions for the normal game are not met, the main CPU 41 ends the normal symbol start process. On the other hand, if the execution conditions for the normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 ends the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by subtracting 1, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command capable of specifying the updated normal reserve number in the output buffer.

[0117] Next, the main CPU 41 reads out the random number information for the normal game that was stored first from the main RWM 43. After reading out the random number information for the normal game, the main CPU 41 erases the random number information for the normal game that was stored first from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the value of the normal win lottery random number that can be specified from the read random number information for the normal game and the normal win determination value stored in the main ROM 42. In this way, the main CPU 41 can perform a normal win lottery. Then, if the normal win lottery is won, the main CPU 41 determines a normal win symbol based on the value of the normal symbol random number that can be specified from the read random number information for the normal game. Furthermore, if the normal win lottery is won, the main CPU 41 determines a normal losing symbol based on the value of the normal symbol random number that can be specified from the read random number information for the normal game. Furthermore, the main CPU 41 determines a variation pattern for the normal game based on the value of the normal variation pattern random number that can be specified from the read random number information for the normal game. After determining the normal symbol and the variation pattern for the normal game, the main CPU 41 stores the control information that can specify the determined normal symbol (hereinafter referred to as a normal symbol command) and the control information that can specify the variation pattern for the normal game (hereinafter referred to as a normal variation pattern command) in the output buffer, and ends the normal symbol start process. After that, the main CPU 41 ends the normal symbol start process.

[0118] Then, the main CPU 41 executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. Then, when the variation time associated with the variation pattern for the normal game determined in the normal symbol start process has elapsed, the main CPU 41 controls the information display panel 22 so that the normal symbol determined in the normal symbol start process is displayed as a fixed stop. Furthermore, when the variation time associated with the variation pattern for the normal game determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command capable of specifying the end of the normal game in the output buffer.

[0119] Next, the normal winning process performed by the main CPU 41 will be described. If the normal win lottery is won, the main CPU 41 determines an opening pattern for the second start hole 27 when the normal game ends, and controls the first actuator A1 so that the second start hole 27 is opened according to the opening pattern. In the gaming machine 10, the main CPU 41 executes normal win processing, thereby awarding a normal win game.

[0120] Next, various processes that the secondary CPU 51 executes based on the control program will be described. When the sub-CPU 51 inputs a low-probability state command, it sets a value that can identify a non-probability variable state to the sub-probability state flag stored in the sub-RWM 53. When the sub-CPU 51 inputs a high-probability state command, it sets a value that can identify a probability variable state to the sub-probability state flag stored in the sub-RWM 53.

[0121] When the secondary CPU 51 inputs a low base state command, it sets the secondary shortened state flag stored in the secondary RWM 53 to a value that can identify the low base state. When the secondary CPU 51 inputs a high base state command, it sets the secondary shortened state flag to a value that can identify the high base state. In addition, when the secondary CPU 51 inputs a count command, it updates the information stored in the secondary RWM 53 so that it can identify the remaining number of special games to be controlled to the high base state after the end of a jackpot game that can be identified from the command.

[0122] When a jackpot game is awarded, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a jackpot effect is performed. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an opening effect is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a round effect is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an ending effect is performed. The content of the jackpot effect may be varied depending on the type of jackpot.

[0123] When a jackpot game is awarded, the sub-CPU 51 controls the execution of the jackpot notification effect. Specifically, when the sub-CPU 51 inputs an opening command, it controls the effect display device 25 so that an action precursor effect is executed. After starting the execution of the action precursor effect, the sub-CPU 51 controls the effect actuator EA so that the jackpot notification effect is executed. At this time, the sub-CPU 51 controls the effect actuator EA so that the upper movable body 80 moves to the effect position Pb. When the jackpot notification effect is to end, the sub-CPU 51 controls the effect actuator EA so that the upper movable body 80 moves to the original position Pa. At this time, if the original position sensor GS detects the upper movable body 80, the control of the effect actuator EA ends.

[0124] Furthermore, when the sub-CPU 51 inputs a first variation pattern command, it determines the combination of effect symbols to be ultimately derived in the first effect game based on the first variation pattern command and the symbol command. When a jackpot symbol can be identified from the symbol command, the sub-CPU 51 determines a jackpot symbol combination. When a losing symbol can be identified from the symbol command, the sub-CPU 51 determines a losing symbol combination. When a losing reach variable pattern is specified, the sub-CPU 51 determines a losing symbol combination including a reach. When the sub-CPU 51 inputs a first variation pattern command, it controls the effect display device 25 so that the first effect game is executed. In other words, the sub-CPU 51 starts the first effect game. When in the low base state, the sub-CPU 51 controls the effect display device 25 so that the first effect game is executed in the first display area 25a. On the other hand, when in the high base state, the sub-CPU 51 controls the effect display device 25 so that the first effect game is executed in the second display area 25b. Then, the sub-CPU 51 temporarily stops and displays the determined combination of effect symbols at a predetermined timing. After that, the sub-CPU 51, in response to the input of the first end command, causes the determined combination of effect symbols to be displayed as a confirmed stop. Note that the sub-CPU 51 may measure a change time that can be specified from the change pattern, regardless of the first end command, and may cause the symbol combination to be displayed as a confirmed stop when the change time has elapsed. In this case, the first end command may be omitted. In addition, when the change pattern that can be specified from the first change pattern command is a change pattern that includes a reach effect, the sub-CPU 51 controls the effect display device 25 so that a reach effect is executed.

[0125] When the sub-CPU 51 inputs a second variation pattern command, it determines the combination of effect symbols to be ultimately derived in the second effect game based on the second variation pattern command and the symbol command. When a jackpot symbol can be identified from the symbol command, the sub-CPU 51 determines a jackpot symbol combination. When a losing symbol can be identified from the symbol command, the sub-CPU 51 determines a losing symbol combination. When a losing reach variable pattern is specified, the sub-CPU 51 determines a losing symbol combination including a reach. When the sub-CPU 51 inputs a second variation pattern command, it controls the effect display device 25 to execute the second effect game. In other words, the sub-CPU 51 starts the second effect game. When in the low base state, the sub-CPU 51 controls the effect display device 25 to execute the second effect game in the second display area 25b. On the other hand, when in the high base state, the sub-CPU 51 controls the effect display device 25 to execute the second effect game in the first display area 25a. Then, the sub-CPU 51 temporarily stops and displays the determined combination of effect symbols at a predetermined timing. After that, the sub-CPU 51, in response to the input of the second end command, causes the determined combination of effect symbols to be displayed as a confirmed and stopped combination. The sub-CPU 51 may measure a change time that can be specified from the change pattern, regardless of the second end command, and may cause the symbol combination to be displayed as a confirmed and stopped combination upon the passage of the change time. In this case, the second end command may be omitted. In addition, when the change pattern that can be specified from the second change pattern command is a change pattern that includes a reach effect, the sub-CPU 51 controls the effect display device 25 so that a reach effect is executed.

[0126] Next, the control relating to the standby state will be described. When the sub-CPU 51 inputs a standby command, it controls the effect display device 25 to execute a symbol display standby effect. The sub-CPU 51 executes control related to the symbol display standby effect by controlling the effect display device 25 to execute a symbol display standby effect. When the first variation pattern command is input while the symbol display standby effect is being executed, the sub-CPU 51 terminates the execution of the symbol display standby effect. In this case, the effect display device 25 ends the symbol display standby effect and starts the first effect game. Similarly, when the second variation pattern command is input while the symbol display standby effect is being executed, the sub-CPU 51 terminates the execution of the symbol display standby effect. In this case, the effect display device 25 ends the symbol display standby effect and starts the second effect game. Thus, in the gaming machine 10, when the execution of a special game is started during the execution of the symbol display standby effect, the symbol display standby effect ends. Incidentally, when the normal variation pattern command is input while the symbol display standby effect is being executed, the sub-CPU 51 does not terminate the execution of the symbol display standby effect. That is, in the gaming machine 10, even if the execution of the normal game is started during the execution of the symbol display standby effect, the symbol display standby effect continues to be executed.

[0127] Furthermore, when the first standby time has elapsed since the execution of the symbol display standby effect was started, the sub-CPU 51 controls the effect display device 25 to execute an animated picture standby effect. The sub-CPU 51 executes control related to the animated picture standby effect by controlling the effect display device 25 to execute an animated picture standby effect. If a first variation pattern command is input while the animated picture standby effect is being executed, the sub-CPU 51 terminates the execution of the animated picture standby effect. In this case, the effect display device 25 terminates the animated picture standby effect and starts the first effect game. Similarly, if a second variation pattern command is input while the animated picture standby effect is being executed, the sub-CPU 51 terminates the execution of the animated picture standby effect. In this case, the effect display device 25 terminates the animated picture standby effect and starts the second effect game. Thus, in the gaming machine 10, when the execution of a special game is started during the execution of an animated picture standby effect, the animated picture standby effect ends. Incidentally, if a normal variation pattern command is input while the animated picture standby effect is being executed, the sub-CPU 51 does not terminate the execution of the animated picture standby effect. That is, in the gaming machine 10, even if the execution of the normal game is started during the execution of the video standby effect, the video standby effect continues to be executed.

[0128] Furthermore, when the second standby time has elapsed since the start of execution of the video standby effect, the sub-CPU 51 controls the effect display device 25 to execute a logo effect. The sub-CPU 51 executes control related to the logo effect by controlling the effect display device 25 to execute a logo effect. If a first variation pattern command is input while the logo effect is being executed, the sub-CPU 51 terminates the execution of the logo effect. In this case, the effect display device 25 terminates the logo effect and starts the first effect game. Similarly, if a second variation pattern command is input while the logo effect is being executed, the sub-CPU 51 terminates the execution of the logo effect. In this case, the effect display device 25 terminates the logo effect and starts the second effect game. Thus, in the gaming machine 10, if execution of a special game is started while execution of a logo effect is being executed, the logo effect ends. Incidentally, if a normal variation pattern command is input while the logo effect is being executed, the sub-CPU 51 does not terminate the execution of the logo effect. In other words, in the gaming machine 10, even if execution of a normal game is started while execution of the logo effect is being executed, the logo effect continues to be executed. Furthermore, when the third standby time has elapsed since the start of the logo effect execution, the sub-CPU 51 again executes control related to the symbol display standby effect. In the standby state, the sub-CPU 51 repeatedly executes control related to the symbol display standby effect, control related to the video standby effect, and control related to the logo effect in that order.

[0129] Next, the confirmation effect processing related to the execution of the confirmation effect will be described. When a first pattern command capable of specifying a losing symbol is input, the sub-CPU 51 does not execute the confirmation effect process. Similarly, when a second pattern command capable of specifying a losing symbol is input, the sub-CPU 51 does not execute the confirmation effect process. Furthermore, when a first pattern command capable of specifying a jackpot symbol is input, the sub-CPU 51 executes the confirmation effect process. However, when a second pattern command capable of specifying a jackpot symbol is input, the sub-CPU 51 does not execute the confirmation effect process. Not executing the confirmation effect process is equivalent to not executing the confirmation effect. In the gaming machine 10, the confirmation effect process determines whether or not to execute the confirmation effect. In the confirmation effect process, the sub-CPU 51 executes a confirmation lottery process to draw a confirmation effect. In the confirmation effect lottery, it determines whether or not to execute the confirmation effect during execution of the first special game corresponding to the input first variation pattern command. In this embodiment, if the confirmation effect lottery is won, it is determined that the confirmation effect will be executed. On the other hand, in this embodiment, if the confirmation effect lottery is not won, it is not determined that the confirmation effect will be executed. The winning probability of the determination effect lottery may be varied depending on the type of jackpot symbol. For example, the winning probability of the determination effect lottery may be varied depending on the type of variation pattern. When the determination effect lottery in the determination lottery process is completed, the sub-CPU 51 ends the determination effect process.

[0130] Then, if the determination effect lottery in the determination lottery process is won, the sub-CPU 51 controls the effect display device 25, in a process separate from the determination effect process, so that an action precursor effect is executed during execution of the first special game and before the timing of executing the determination effect. After starting execution of the action precursor effect, the sub-CPU 51 controls the effect actuator EA and speaker 18 so that the determination effect is executed. At this time, the sub-CPU 51 controls the effect actuator EA so that the upper movable body 80 moves to the effect position Pb. Note that, when ending the determination effect, the sub-CPU 51 controls the effect actuator EA so that the upper movable body 80 moves to the original position Pa. At this time, if the original position sensor GS detects the upper movable body 80, the control of the effect actuator EA is ended.

[0131] Next, control regarding customization of specific effects will be described. When a detection signal is input from the up button B1 or the down button B2 in a situation where customization of a specific effect is possible, the sub-CPU 51 updates information that can specify whether the specific effect will be customized (hereinafter referred to as customization information). The customization information is stored in the sub-RWM 53. The customization information includes first customization information that can specify that the specific effect will not be customized, and second customization information that can specify that the specific effect will be customized. When the first customization information is stored, and the customization information is updated based on the input of a detection signal from the up button B1 or the down button B2, the sub-CPU 51 updates the customization information to the second customization information. On the other hand, when the second customization information is stored, and the customization information is updated based on the input of a detection signal from the up button B1 or the down button B2, the sub-CPU 51 updates the customization information to the first customization information.

[0132] Furthermore, the sub-CPU 51 controls the effect display device 25 to display the non-selected image SG2 when the first customization information is stored in the sub-RWM 53. On the other hand, the sub-CPU 51 controls the effect display device 25 to display the selected image SG1 when the second customization information is stored in the sub-RWM 53.

[0133] Next, the specific effect processing related to the execution of the specific effect will be described. In the specific effect processing, when the first variation pattern command is input, the sub-CPU51 performs a specific effect lottery for the first special game. In this embodiment, if the specific effect lottery is won, it is determined that the specific effect will be executed. On the other hand, in this embodiment, if the specific effect lottery is not won, it is not determined that the specific effect will be executed. When performing the specific effect lottery for the first special game, the sub-CPU51 performs the specific effect lottery with a winning probability according to the customization information stored in the sub-RWM53. At this time, the winning probability of the specific effect lottery for the first special game when the second customization information is stored is lower than the winning probability of the specific effect lottery for the first special game when the first customization information is stored.

[0134] Furthermore, when the second variation pattern command is input, the sub-CPU 51 conducts a specific effect lottery for the second special game. The winning probability of the specific effect lottery for the second special game does not change depending on the customization information stored in the sub-RWM 53. In other words, the winning probability of the specific effect lottery for the second special game when the second customization information is stored is the same as the winning probability of the specific effect lottery for the second special game when the first customization information is stored. Incidentally, the winning probability of the specific effect lottery for the second special game is the same as the winning probability of the specific effect lottery for the first special game when the second customization information is stored. Therefore, the winning probability of the specific effect lottery for the second special game is lower than the winning probability of the specific effect lottery for the first special game when the first customization information is stored.

[0135] If the specific effect lottery is not won, the sub-CPU 51 ends the specific effect processing. On the other hand, if the specific effect lottery is won, the sub-CPU 51 determines the effect content of the specific effect. At this time, the sub-CPU 51 determines the effect content of the specific effect according to the special pattern that can be specified from the first pattern command or the second pattern command. The sub-CPU 51 determines the effect content of the specific effect so that the expected probability of a jackpot varies depending on the effect content of the specific effect. Once the effect content of the specific effect is determined, the sub-CPU 51 ends the specific effect processing. Then, if the specific effect lottery in the specific effect processing is won, the sub-CPU 51 controls the effect display device 25 in a process separate from the specific effect processing so that a specific effect with the effect content determined in the specific effect processing is executed during execution of the special game and at the timing of executing the specific effect.

[0136] When executing a special effect for the first special game, if the first effect game is being executed in the first display area 25a, the sub-CPU 51 controls the effect display device 25 so that the special effect is executed in the first display area 25a. Also, when executing a special effect for the first special game, if the first effect game is being executed in the second display area 25b, the sub-CPU 51 controls the effect display device 25 so that the special effect is executed in the second display area 25b. Similarly, when executing a special effect for the second special game, if the second effect game is being executed in the first display area 25a, the sub-CPU 51 controls the effect display device 25 so that the special effect is executed in the first display area 25a. Also, when executing a special effect for the second special game, if the second effect game is being executed in the second display area 25b, the sub-CPU 51 controls the effect display device 25 so that the special effect is executed in the second display area 25b.

[0137] As described above, in the gaming machine 10, the sub-CPU 51 controls the decorative lamps 17, the speakers 18, and the effect display device 25. Therefore, in this embodiment, the sub-CPU 51 controls one or more effect devices among the decorative lamps 17, the speakers 18, and the effect display device 25 that correspond to the effect execution means, thereby realizing a function as effect control means that can control the effect execution means.

[0138] The gaming machine 10 is configured to be able to issue a warning regarding addiction. Although details will be described later, the warning regarding addiction in the gaming machine 10 is executed by the performance display device 25. In other words, the performance display device 25 is capable of issuing a warning. In this embodiment, the performance display device 25 that issues a warning realizes a function as a warning means capable of issuing a warning.

[0139] In the gaming machine 10, when in a standby state, a warning may be issued by the effect display device 25. That is, the effect display device 25 is capable of issuing a warning in a standby state. That is, the warning means is capable of issuing a warning in a standby state. In the gaming machine 10, when in a standby state, a warning is issued by the effect display device 25 at a timing after the video standby effect has ended. Specifically, in the gaming machine 10, after the execution of a logo effect has started, the execution of a warning is initiated by the effect display device 25. At this time, the execution of the warning is initiated by the effect display device 25 one second after the execution of the logo effect has started.

[0140] As shown in FIG. 10(a), in the standby state, the effect display device 25 displays a first warning image NG1 and executes a warning. In this embodiment, the first warning image NG1 is an image including text information such as "Be careful not to get addicted." When the display of the first warning image NG1 begins in the standby state, the effect display device 25 has already executed a logo effect. In other words, in the standby state, the execution of the warning begins after the execution of the logo effect has begun. In the following description, the warning that displays the first warning image NG1, i.e., the warning that begins execution in the standby state, may be referred to as the "first warning." The first warning is executed for the duration of the first warning. In the gaming machine 10, the execution time of the first warning is set to be shorter than the third standby time. In the standby state, the first warning ends before the logo effect ends, triggered by the elapse of the third standby time.

[0141] As shown in FIG. 10(b), if the first special game is started while the first warning is being executed in the standby state, the first warning ends. At this time, the logo effect ends as the execution of the first special game starts. Then, in the effect display device 25, the execution of the first effect game starts as the execution of the first special game starts. In this way, in the gaming machine 10, if the execution of the first special game starts while the warning is being executed in the standby state, the warning ends as the execution of the first special game starts. That is, in this embodiment, if the execution of the first variation game starts while the warning is being executed in the standby state, the warning ends as the execution of the first variation game starts.

[0142] On the other hand, as shown in FIG. 10(c), if the execution of the second special game starts when the first attention is being executed in the standby state, the first attention does not end. If the execution of the second special game starts when the first attention is being executed in the standby state, the first attention does not end and continues to be executed. In other words, the effect display device 25 can execute an attention when the second special game is being executed. In other words, the attention means can execute an attention when the variable game is being executed. If the first attention is continuously executed, the execution of the first attention ends when the execution time of the first attention has elapsed since the start of the execution of the first attention. At this time, the logo effect ends as the execution of the second special game starts. Then, the effect display device 25 starts the execution of the second effect game as the execution of the second special game starts. In this way, in the gaming machine 10, even if the execution of the second special game is started while a warning is being issued in the standby state, the start of the execution of the second special game does not terminate the warning. That is, in this embodiment, even if the execution of the second variation game is started while a warning is being issued in the standby state, the start of the execution of the second variation game does not terminate the warning.

[0143] In the gaming machine 10, when the first alert continues to be executed even after the execution of the second special game has started, the manner of the first alert in the standby state differs from the manner of the first alert during the execution of the second special game. For example, the display position (display area) where the first alert image NG1 is displayed on the effect display device 25 in the standby state differs from the display position (display area) where the first alert image NG1 is displayed on the effect display device 25 during the execution of the second special game. Furthermore, the size of the first alert image NG1 displayed on the effect display device 25 in the standby state differs from the size of the first alert image NG1 displayed on the effect display device 25 during the execution of the second special game. Specifically, the size of the first alert image NG1 displayed on the effect display device 25 in the standby state is larger than the size of the first alert image NG1 displayed on the effect display device 25 during the execution of the second special game. As described above, the manner of the alert executed in the standby state differs from the manner of the alert executed during the execution of the second special game. In other words, the manner of the warning executed during the execution of the second special game is different from the manner of the warning executed in the standby state, i.e., the manner of the warning executed during the execution of the variable game is different from the manner of the warning executed in the standby state.

[0144] Incidentally, although not shown, if the execution of the normal game starts when the first attention call is being executed in the standby state, the first attention call does not end. If the execution of the normal game starts when the first attention call is being executed in the standby state, the first attention call does not end, and the first attention call continues to be executed. Furthermore, even if the execution of the normal game starts at this time, the logo effect does not end. If the execution of the normal game starts when the logo effect is being executed in the standby state, the logo effect does not end, and the logo effect continues to be executed. Thus, in the gaming machine 10, even if the execution of the normal game starts while the attention call is being executed in the standby state, the start of the execution of the normal game does not terminate the attention call.

[0145] In the gaming machine 10, when a jackpot game is awarded, a warning may be executed in the effect display device 25. Specifically, in the gaming machine 10, when an ending effect is being executed, the execution of a warning may be started in the effect display device 25. In other words, the effect display device 25 can execute a warning when a jackpot game is awarded. In other words, the warning means can execute a warning when a winning game is awarded.

[0146] In the gaming machine 10, a warning may be issued on the effect display device 25 when a jackpot game is awarded only if the game is controlled to a high probability state after the end of the jackpot game. In other words, the gaming machine 10 can issue a warning on the effect display device 25 only when either the first jackpot game or the third jackpot game is awarded. Therefore, in the gaming machine 10, if a warning is issued when a jackpot game is awarded, it can be determined that the game will be controlled to a high probability state after the end of the jackpot game. Therefore, in the gaming machine 10, when a warning is issued when a jackpot game is awarded, the expectation of being controlled to a high probability state after the end of the jackpot game is increased compared to when a warning is not issued when a jackpot game is awarded. That is, in the gaming machine 10, when an attention call is executed when a jackpot game has been awarded, there is a higher expectation that the game will subsequently develop to the player's advantage compared to when an attention call is not executed when a jackpot game has been awarded. That is, in this embodiment, when an attention call is executed when a winning game has been awarded, there is a higher expectation that the game will subsequently develop to the player's advantage compared to when an attention call is not executed when a winning game has been awarded.

[0147] As shown in FIG. 11(a), when a warning is issued when a first jackpot game is awarded, the warning is issued one second after the execution of the ending effect begins. In this case, the warning is issued for eight seconds. As described above, the ending time for a first jackpot game is 12 seconds. Therefore, even if the warning is issued one second after the execution of the ending effect begins in a first jackpot game and the warning is issued for eight seconds, the warning will end within the ending time. In this way, the gaming machine 10 can issue a warning after the jackpot symbol is displayed as a fixed stop in the first special game and when a jackpot game is awarded. In other words, this embodiment can issue a warning after a winning result is derived in the first variable game and when a winning game is awarded.

[0148] As shown in FIG. 11(b), when a warning is issued when a third jackpot game is awarded, the warning is issued one second after the execution of the ending effect begins. In this case, the warning is issued for eight seconds. As mentioned above, the ending time for the third jackpot game is three seconds. Therefore, the warning is issued one second after the execution of the ending effect begins during the third jackpot game. Even if the ending time elapses and the jackpot game ends while the warning is being issued, the warning continues to be issued. In this way, the gaming machine 10 can issue a warning after the jackpot symbol is displayed as a fixed stop in the second special game and the jackpot game has been awarded. Furthermore, the gaming machine 10 can continue to issue a warning even after the jackpot game has ended. That is, this embodiment can issue a warning after a winning result is derived in the second variable game and the winning game has been awarded, and can continue to issue a warning even after the winning game has ended.

[0149] As shown in FIG. 11(c), when a jackpot game is awarded, the effect display device 25 displays a second warning image NG2 and executes a warning. In this embodiment, the second warning image NG2 is an image containing text information such as "Be careful not to get addicted." The second warning image NG2 is displayed in a display area (display position) of the display area 25r of the effect display device 25 that is different from the display area where the first warning image NG1 is displayed. In the gaming machine 10, even if the first warning image NG1 and the second warning image NG2 are displayed on the effect display device 25, the first warning image NG1 and the second warning image NG2 do not overlap. When the display of the second warning image NG2 begins during a jackpot game, the effect display device 25 is executing an ending performance. In other words, during a jackpot game, the execution of the warning begins after the execution of the ending performance has begun. In the following description, the alert that displays the second alert image NG2, that is, the alert that starts to be executed when a jackpot game is awarded, may be referred to as the "second alert."

[0150] 11(d), when the execution of the second attention call is started when the third jackpot game is awarded, and the second attention call continues to be executed even after the third jackpot game has ended, the second attention call image NG2 continues to be displayed on the effect display device 25. For example, when the execution of the second special game starts after the end of the jackpot game, the effect display device 25 displays the second attention call image NG2 and executes the second effect game.

[0151] In the gaming machine 10, the manner of the second attention call when a jackpot game is awarded differs from the manner of the second attention call after the jackpot game has ended. For example, the display position (display area) where the second attention call image NG2 is displayed on the effect display device 25 when a jackpot game is awarded differs from the display position (display area) where the second attention call image NG2 is displayed on the effect display device 25 after the jackpot game has ended. Also, the size of the second attention call image NG2 displayed on the effect display device 25 when a jackpot game is awarded differs from the size of the second attention call image NG2 displayed on the effect display device 25 after the jackpot game has ended. Specifically, the size of the second attention call image NG2 displayed on the effect display device 25 when a jackpot game is awarded is larger than the size of the second attention call image NG2 displayed on the effect display device 25 after the jackpot game has ended. The mode of the second alert after the end of a jackpot game includes the mode of the second alert during the execution of the second special game that is executed after the end of the jackpot game. The mode of the second alert executed when a jackpot game is awarded differs from the mode of the second alert executed during the execution of the second special game. Incidentally, the first alert image NG1 displayed in the first alert differs from the second alert image NG2 displayed in the second alert. Furthermore, the display position (display area) where the first alert image NG1 is displayed differs from the display position (display area) where the second alert image NG2 is displayed. Therefore, the mode of the second alert when a jackpot game is awarded differs from the mode of the first alert during the execution of the second special game. In other words, in the gaming machine 10, the mode of the alert executed when a jackpot game is awarded differs from the mode of the alert executed during the execution of the second special game. As described above, the manner of the attention call executed when a jackpot game is awarded is different from the manner of the attention call executed during the execution of the second special game. In other words, the manner of the attention call executed during the execution of the second special game is different from the manner of the attention call executed when a jackpot game is awarded. In other words, the manner of the attention call executed when a variable game is executed is different from the manner of the attention call executed when a winning game is awarded.

[0152] In the gaming machine 10, when a specific condition is met in relation to the first special game, a warning may be issued thereafter. In particular, in the gaming machine 10, when a specific condition is met in relation to the first special game, a warning may be issued after a predetermined time (10 seconds in this embodiment) has elapsed. In this manner, the gaming machine 10 can issue a warning after a predetermined time has elapsed when a specific condition is met in relation to the first special game. That is, in this embodiment, a warning can be issued after a predetermined time has elapsed when a specific condition is met in relation to the first variable game.

[0153] However, in the gaming machine 10, when a specific condition is established in relation to the second special game, even if a predetermined time has elapsed, a warning is not issued in response to the passage of the predetermined time. In this way, in the gaming machine 10, when a specific condition is established in relation to the second special game, even if a predetermined time has elapsed, a warning is not issued in response to the passage of the predetermined time. In other words, in this embodiment, when a specific condition is established in relation to the second variable game, even if a predetermined time has elapsed, a warning is not issued in response to the passage of the predetermined time.

[0154] In the gaming machine 10, the specific condition is met when the execution of the target special game, either the first special game or the second special game, is not on hold. That is, in this embodiment, the specific condition is met when the execution of the target special game, either the first special game or the second special game, is not on hold.

[0155] Specifically, the gaming machine 10 is configured such that, when the first special reserved number is 0 after the first special game has ended, a specific condition is established in relation to the first special game. In other words, the gaming machine 10 is configured such that, when the execution of the first special game is not reserved after the first special game has ended, a specific condition is established in relation to the first special game. That is, this embodiment is configured such that, when the execution of the first variation game is not reserved after the first variation game has ended, a specific condition is established in relation to the first variation game. On the other hand, the gaming machine 10 is configured such that, when the first special reserved number is 1 or more after the first special game has ended, a specific condition is not established in relation to the first special game. That is, the gaming machine 10 is configured such that, when the execution of the first special game is reserved after the first special game has ended, a specific condition is not established in relation to the first special game. That is, this embodiment is configured such that, when the execution of the first variation game is reserved after the first variation game has ended, a specific condition is not established in relation to the first variation game.

[0156] Furthermore, the gaming machine 10 is configured such that, when the number of second special reserved balls is 0 after the second special game has ended, a specific condition is established in relation to the second special game. In other words, the gaming machine 10 is configured such that, when the execution of the second special game is not reserved after the second special game has ended, a specific condition is established in relation to the second special game. That is, this embodiment is configured such that, when the execution of the second variation game is not reserved after the second variation game has ended, a specific condition is established in relation to the second variation game. On the other hand, the gaming machine 10 is configured such that, when the number of second special reserved balls is 1 or more after the second special game has ended, a specific condition is not established in relation to the second special game. That is, the gaming machine 10 is configured such that, when the execution of the second special game is reserved after the second special game has ended, a specific condition is not established in relation to the second special game. That is, this embodiment is configured such that, when the execution of the second variation game is reserved after the second variation game has ended, a specific condition is not established in relation to the second variation game.

[0157] As shown in FIG. 12(a), in the gaming machine 10, when the post-stop interval period following the end of the first special game has ended, if the number of first special reserved balls is 0, a warning is issued on the effect display device 25 after 10 seconds have elapsed. As shown in FIG. 12(b), after a predetermined time has elapsed since a specific condition related to the first special game was established, the effect display device 25 displays the third warning image NG3 and issues a warning. At this time, even during the execution of the second special game, i.e., during the execution of the second effect game, the third warning image NG3 is displayed on the effect display device 25 and issues a warning. In this embodiment, the third warning image NG3 is an image including text information such as "Be careful not to get addicted."

[0158] The third attention calling image NG3 is displayed in a display area (display position) of the display area 25r of the effect display device 25 that is different from the display area where the first attention calling image NG1 is displayed. In the gaming machine 10, even if the first attention calling image NG1 and the third attention calling image NG3 are displayed on the effect display device 25, the first attention calling image NG1 and the third attention calling image NG3 do not overlap. In addition, the third attention calling image NG3 is displayed in a display area of ​​the display area 25r of the effect display device 25 that is different from the display area where the second attention calling image NG2 is displayed. In the gaming machine 10, even if the second attention calling image NG2 and the third attention calling image NG3 are displayed on the effect display device 25, the second attention calling image NG2 and the third attention calling image NG3 do not overlap.

[0159] In the following description, the warning displaying the third warning image NG3, i.e., the warning executed when a specific condition related to the first special game is met, may be referred to as the "third warning." The third warning is executed for the duration of the third warning. Incidentally, the effect display device 25 executes the third warning even during execution of the normal game. On the other hand, as shown in FIG. 12(c), in the gaming machine 10, if the number of second special reserved balls is 0 at the end of the post-stop interval period following the end of the second special game, the third warning is not executed even after 10 seconds have elapsed. In other words, in the gaming machine 10, if the number of second special reserved balls is 0 at the end of the post-stop interval period following the end of the second special game, the effect display device 25 does not execute the warning even after 10 seconds have elapsed.

[0160] In the gaming machine 10, when a special game is being executed, an attention call may be executed on the effect display device 25. The attention call referred to here is different from the first to third attention calls described above. Specifically, in the gaming machine 10, when a second special game is being executed in a high base state and a reach effect is being executed, an attention call may be executed on the effect display device 25. In other words, in the gaming machine 10, when a special game is being executed and after the reach effect has started to be executed, an attention call may be executed on the effect display device 25. In other words, the attention call may be executed on the effect display device 25 when the second special game is being executed. In other words, the attention call means may be able to execute an attention call when a variable game is being executed.

[0161] As shown in FIG. 13(a), when a special game is being played and a warning is issued after the start of a reach effect, the fourth warning image NG4 is displayed on the effect display device 25, and the warning is issued. In this embodiment, the fourth warning image NG4 is an image including text information such as "Be careful not to get addicted." The fourth warning image NG4 is displayed in a display area (display position) of the display area 25r of the effect display device 25 that is different from the display area where the first warning image NG1 is displayed. In the gaming machine 10, even if the first warning image NG1 and the fourth warning image NG4 are displayed on the effect display device 25, the first warning image NG1 and the fourth warning image NG4 do not overlap. Furthermore, the fourth warning image NG4 is displayed in a display area of ​​the display area 25r of the effect display device 25 that is different from the display area where the second warning image NG2 is displayed. In the gaming machine 10, even if the second attention calling image NG2 and the fourth attention calling image NG4 are displayed on the effect display device 25, the second attention calling image NG2 and the fourth attention calling image NG4 do not overlap. Similarly, the fourth attention calling image NG4 is displayed in a display area of ​​the display area 25r of the effect display device 25 that is different from the display area where the third attention calling image NG3 is displayed. In the gaming machine 10, even if the third attention calling image NG3 and the fourth attention calling image NG4 are displayed on the effect display device 25, the third attention calling image NG3 and the fourth attention calling image NG4 do not overlap.

[0162] In the following description, the warning that displays the fourth warning image NG4, that is, the warning that can be executed after the execution of the reach effect has started, may be referred to as the "fourth warning." The fourth warning is executed for the execution time of the fourth warning. Incidentally, the effect display device 25 executes the fourth warning even during execution of the normal game. Note that, as shown in FIG. 13(b), if the execution of the first special game starts while the fourth warning is being executed, the fourth warning ends. Then, in the effect display device 25, execution of the first effect game starts in conjunction with the start of execution of the first special game.

[0163] As described above, when the first alert is executed in the gaming machine 10 while the gaming machine is in a standby state, the first alert image NG1 is displayed. On the other hand, when the fourth alert is executed in the gaming machine 10 while a special game is being executed, the fourth alert image NG4 is displayed. The first alert image NG1 and the fourth alert image NG4 are displayed in different display positions (display areas) on the effect display device 25. In this way, the manner of the alert executed in the standby state is different from the manner of the alert executed while a special game is being executed. In other words, the manner of the alert executed while a special game is being executed is different from the manner of the alert executed in the standby state. That is, the manner of the alert executed when a variable game is being executed is different from the manner of the alert executed in the standby state.

[0164] Similarly, as described above, when the second alert is executed in the gaming machine 10 while a jackpot game has been awarded, the second alert image NG2 is displayed. On the other hand, when the fourth alert is executed in the gaming machine 10 while a special game is being played, the fourth alert image NG4 is displayed. The second alert image NG2 and the fourth alert image NG4 are displayed in different display positions (display areas) on the effect display device 25. In this way, the manner of the alert executed when a jackpot game has been awarded differs from the manner of the alert executed during the execution of a special game. In other words, the manner of the alert executed during the execution of a special game differs from the manner of the alert executed when a jackpot game has been awarded. In other words, the manner of the alert executed when a variable game is being played differs from the manner of the alert executed when a winning game has been awarded.

[0165] As shown in FIG. 13(c), when the fourth alert is issued while the reach effect is being executed (shown as [Fourth alert during reach effect; present] in FIG. 13(c)), the expectation of a jackpot is higher than when the fourth alert is not issued while the reach effect is being executed (shown as [Fourth alert during reach effect; absent] in FIG. 13(c)). Therefore, when an alert is issued while a special game is being executed, the expectation of a jackpot is higher than when an alert is not issued while the special game is being executed. In other words, in the gaming machine 10, when an alert is issued while a special game is being executed, the expectation of a subsequent development that will be advantageous for the player is higher than when an alert is not issued while the special game is being executed. In other words, in this embodiment, when an alert is issued while a variable game is being executed, the expectation of a subsequent development that will be advantageous for the player is higher than when an alert is not issued while the variable game is being executed. As configured as above, the gaming machine 10 has a gaming feature in which attention is paid to whether a warning will be issued when a reach effect is being executed.

[0166] In the gaming machine 10, a warning may be issued by the effect display device 25 when the high base state ends and the state switches to the low base state. In other words, the effect display device 25 can issue a warning when the state switches from the high base state, in which hitting to the right is recommended, to the low base state, in which hitting to the left is recommended. In other words, the warning means can issue a warning when the state switches from the second state to the first state. Incidentally, after the high base state ends and the state switches to the low base state, in the low base state, the effect display device 25 will issue a left-hit performance separately from the warning. In other words, after the state switches from the second state to the first state, in the first state, the launch promotion means can prompt the launch of the gaming ball into the first gaming area separately from the warning.

[0167] As shown in FIG. 14(a), when a warning is issued in response to the end of the high base state and the transition to the low base state, the fifth warning image NG5 is displayed on the effect display device 25, and the warning is issued. In this embodiment, the fifth warning image NG5 is an image including text information such as "Be careful not to get addicted." The fifth warning image NG5 is displayed in a display area (display position) of the display area 25r of the effect display device 25 that is different from the display area (display position) where the first warning image NG1 is displayed. In the gaming machine 10, even if the first warning image NG1 and the fifth warning image NG5 are displayed on the effect display device 25, the first warning image NG1 and the fifth warning image NG5 do not overlap. Furthermore, the fifth warning image NG5 is displayed in a display area (display position) of the display area 25r of the effect display device 25 that is different from the display area where the second warning image NG2 is displayed. In the gaming machine 10, even if the second attention drawing image NG2 and the fifth attention drawing image NG5 are displayed on the effect display device 25, the second attention drawing image NG2 and the fifth attention drawing image NG5 do not overlap. Similarly, the fifth attention drawing image NG5 is displayed in a display area of ​​the display area 25r of the effect display device 25 that is different from the display area where the third attention drawing image NG3 is displayed. In the gaming machine 10, even if the third attention drawing image NG3 and the fifth attention drawing image NG5 are displayed on the effect display device 25, the third attention drawing image NG3 and the fifth attention drawing image NG5 do not overlap. Furthermore, the fifth attention drawing image NG5 is displayed in a display area of ​​the display area 25r of the effect display device 25 that is different from the display area where the fourth attention drawing image NG4 is displayed. In the gaming machine 10, even if the fourth attention drawing image NG4 and the fifth attention drawing image NG5 are displayed on the effect display device 25, the fourth attention drawing image NG4 and the fifth attention drawing image NG5 do not overlap.

[0168] Furthermore, the fifth warning image NG5 is displayed in a display area different from the display area of ​​the left hit image LG within the display area 25r of the effect display device 25. In the gaming machine 10, even if the left hit image LG and the fifth warning image NG5 are displayed on the effect display device 25, the left hit image LG and the fifth warning image NG5 do not overlap. In the gaming machine 10, even if the left hit effect and the fifth warning are executed simultaneously on the effect display device 25, the left hit effect and the fifth warning do not overlap on the effect display device 25.

[0169] In the following description, the warning that displays the fifth warning image NG5, that is, the warning that can be executed after the execution of the reach effect has started, may be referred to as the "fifth warning." The fifth warning is executed for the execution time of the fifth warning. Incidentally, even during the execution of the normal game, the effect display device 25 executes the fifth warning. Note that, as shown in FIG. 14(b), when the fifth warning is being executed in association with the end of the high base state and the switch to the low base state, if the execution of the first special game starts, the fifth warning ends. Then, in the effect display device 25, the execution of the first effect game starts in association with the start of the execution of the first special game. Incidentally, even if the left hit effect is being executed in the effect display device 25 at this time, the start of the execution of the first special game does not trigger the end of the left hit effect.

[0170] In the gaming machine 10, when a gaming ball is launched into the right-side region RB after switching from a high base state to a low base state, the fifth warning may be executed by the effect display device 25. In other words, when a left-side hit is executed after switching from a high base state, in which right-side hitting is recommended, to a low base state, in which left-side hitting is recommended, the effect display device 25 can execute the fifth warning. In other words, when a gaming ball is launched into the second gaming region after switching from the second state to the first state, the warning means can execute a warning. Incidentally, in the gaming machine 10, when a gaming ball is launched into the right-side region RB after switching from a high base state to a low base state, the left-side hit effect is not executed.

[0171] 14(c), when a warning is issued when a game ball is launched into the right-side region RB after switching from the high base state to the low base state, the fifth warning image NG5 is displayed on the effect display device 25, and the fifth warning is issued. When a warning is issued when a game ball is launched into the right-side region RB after switching from the high base state to the low base state, the fifth warning image NG5 is displayed in the same display area (display position) as when a warning is issued upon the end of the high base state and switching to the low base state. In other words, the manner of the warning issued when a game ball is launched into the right-side region RB after switching from the high base state to the low base state is the same as the manner of the warning issued upon the end of the high base state and switching to the low base state. In other words, the manner of warning that is executed when a game ball is launched into the second game area after switching from the second state to the first state is the same as the manner of warning that is executed in conjunction with switching from the second state to the first state.

[0172] In the gaming machine 10, based on the entry of the gaming ball into the gate 33, it is determined that the gaming ball has been launched into the right-side area RB, that is, that a right hit has been made. Then, in the gaming machine 10, if a warning is issued when a gaming ball is launched into the right-side area RB after switching from the high base state to the low base state, the warning ends when a predetermined non-detection time (15 seconds in this embodiment) has elapsed since the gaming ball was no longer detected by the gate sensor SE5. Note that if the fifth warning is being issued when a gaming ball is launched into the right-side area RB after switching from the high base state to the low base state, and the execution of the first special game is started, the fifth warning ends. Then, in the effect display device 25, the execution of the first effect game is started in conjunction with the start of the execution of the first special game.

[0173] Next, the case where each special game is executed while a warning is being issued will be described. As shown in FIG. 15 , in the gaming machine 10, if the execution of the first special game is started while the first warning is being executed, the execution of the first warning is terminated. As a result, the first warning is not executed during the execution of the first variable game that has been started. For example, if the execution of the first special game is started when the first warning is being executed in a situation where neither the first special game nor the second special game is being executed, the first warning is terminated. In this way, in the gaming machine 10, if the execution of the first special game is started in a situation where neither the first special game nor the second special game is being executed, the warning is not executed during the execution of the first special game. For example, if the execution of the first special game is started when the first warning is being executed in a situation where only the second special game of the first special game and the second special game is being executed, the first warning is terminated. In this way, in the gaming machine 10, if the execution of the first special game is started in a situation where only the second special game of the first special game and the second special game is being executed, the warning is not executed during the execution of the first special game.

[0174] On the other hand, in the gaming machine 10, if the execution of the second special game is started while the first warning is being executed, the start of the second special game triggers the execution of the first warning to continue without terminating. As a result, the first warning may be executed during the execution of the second special game that has been started. For example, if the execution of the second special game is started when the first warning is being executed in a situation where neither the first special game nor the second special game is being executed, the start of the execution of the second special game triggers the execution of the first warning without terminating, and the first warning continues. In this way, in the gaming machine 10, if the execution of the second special game is started in a situation where neither the first special game nor the second special game is being executed, a warning can be executed during the execution of the second special game. Incidentally, in the gaming machine 10, the first warning is not executed during the execution of the first special game, as will be described in detail later. Therefore, in the gaming machine 10, only the first special game out of the first special game and the second special game is executed, and the first warning is not executed.

[0175] Furthermore, in the gaming machine 10, if the execution of the first special game is started while the second warning is being executed, the execution of the second warning is terminated. As a result, the second warning is not executed during the execution of the first variable game that has been started. For example, if the execution of the first special game is started when the second warning is being executed in a situation where neither the first nor the second special game is being executed, the second warning is terminated. In this way, in the gaming machine 10, if the execution of the first special game is started in a situation where neither the first nor the second special game is being executed, the warning is not executed during the execution of the first special game. For example, if the execution of the first special game is started when the second warning is being executed in a situation where only the second special game of the first and second special games is being executed, the second warning is terminated. In this way, in the gaming machine 10, if the execution of the first special game is started in a situation where only the second special game of the first and second special games is being executed, the warning is not executed during the execution of the first special game.

[0176] On the other hand, in the gaming machine 10, if the execution of the second special game is started while the second warning is being executed, the start of the execution of the second special game triggers the second warning not to end, and the second warning continues to be executed. As a result, the second warning can be executed during the execution of the second special game that has been started. For example, if the second special game is started when neither the first nor the second special game is being executed and the second warning is being executed, the start of the execution of the second special game triggers the second warning not to end, and the second warning continues to be executed. In this way, the gaming machine 10 can execute a warning during the execution of the second special game when the execution of the second special game is started when neither the first nor the second special game is being executed. Incidentally, in the gaming machine 10, the second warning is not executed during the execution of the first special game, as will be described in detail later. Therefore, in the gaming machine 10, only the first special game out of the first special game and the second special game is executed, and the second alert is not executed.

[0177] Furthermore, in the gaming machine 10, if the execution of the first special game is started while the third warning is being executed, the execution of the third warning is terminated. As a result, the third warning is not executed during the execution of the first variable game that has been started. For example, if the execution of the first special game is started when the third warning is being executed in a situation where neither the first special game nor the second special game is being executed, the third warning is terminated. In this way, in the gaming machine 10, if the execution of the first special game is started in a situation where neither the first special game nor the second special game is being executed, the warning is not executed during the execution of the first special game. For example, if the execution of the first special game is started when the third warning is being executed in a situation where only the second special game of the first special game and the second special game is being executed, the third warning is terminated. In this way, in the gaming machine 10, if the execution of the first special game is started in a situation where only the second special game of the first special game and the second special game is being executed, the warning is not executed during the execution of the first special game.

[0178] On the other hand, in the gaming machine 10, if the execution of the second special game is started while the third warning is being executed, the execution of the third warning is not terminated and continues to be executed in response to the start of the second special game. As a result, the third warning may be executed during the execution of the second special game that has been started. For example, if the execution of the second special game is started when the third warning is being executed in a situation where neither the first special game nor the second special game is being executed, the third warning is not terminated and continues to be executed in response to the start of the second special game. In this way, the gaming machine 10 can execute a warning during the execution of the second special game when the execution of the second special game is started in a situation where neither the first special game nor the second special game is being executed. Incidentally, in the gaming machine 10, the third warning is not executed during the execution of the first special game, as will be described in detail later. Therefore, in the gaming machine 10, only the first special game out of the first special game and the second special game is executed, and the third alert is not executed.

[0179] Furthermore, in the gaming machine 10, if the execution of the first special game is started while the fourth warning is being executed, the execution of the fourth warning is terminated. As a result, the fourth warning is not executed during the execution of the first variable game that has been started. For example, if the fourth warning is being executed when only the second special game of the first and second special games is being executed and the first special game is started, the fourth warning is terminated. Thus, in the gaming machine 10, if the execution of the first special game is started when only the second special game of the first and second special games is being executed, the warning is not executed during the execution of the first special game. Incidentally, in the gaming machine 10, the fourth warning is executed during the execution of the second special game. Therefore, in the gaming machine 10, the fourth warning is not executed when neither the first special game nor the second special game is being executed. Furthermore, in the gaming machine 10, the fourth warning is executed when the second special game is already being executed, so that the second special game will not be started when the fourth warning is being executed.

[0180] Furthermore, in the gaming machine 10, if the execution of the first special game is started while the fifth warning is being executed, the execution of the fifth warning is terminated. As a result, the fifth warning is not executed during the execution of the first variable game that has been started. For example, if the execution of the first special game is started when the fifth warning is being executed in a situation where neither the first special game nor the second special game is being executed, the fifth warning is terminated. In this way, in the gaming machine 10, if the execution of the first special game is started in a situation where neither the first special game nor the second special game is being executed, the warning is not executed during the execution of the first special game. For example, if the execution of the first special game is started when the fifth warning is being executed in a situation where only the second special game of the first special game and the second special game is being executed, the fifth warning is terminated. In this way, in the gaming machine 10, if the execution of the first special game is started in a situation where only the second special game of the first special game and the second special game is being executed, the warning is not executed during the execution of the first special game.

[0181] On the other hand, in the gaming machine 10, if the execution of the second special game is started while the fifth warning is being executed, the fifth warning is not terminated and continues to be executed in response to the start of the second special game. As a result, the fifth warning can be executed during the execution of the second special game that has been started. For example, if the execution of the second special game is started when the fifth warning is being executed in a situation where neither the first special game nor the second special game is being executed, the fifth warning is not terminated and continues to be executed in response to the start of the second special game. In this way, when the execution of the second special game is started in a situation where neither the first special game nor the second special game is being executed, the gaming machine 10 can execute a warning during the execution of the second special game. Incidentally, the fifth warning is not executed during the execution of the first special game in the gaming machine 10, as will be described in detail later. Therefore, in the gaming machine 10, only the first special game out of the first special game and the second special game is executed, and the fifth warning is not executed.

[0182] As described above, if the first special game is started when neither the first special game nor the second special game is being executed while a warning is being issued, the warning is terminated and the warning is not issued during the execution of the first special game. In other words, in the gaming machine 10, if the first special game is started when neither the first special game nor the second special game is being executed, the warning is not issued during the execution of the first special game. In other words, in this embodiment, if the first variable game is started when neither the first variable game nor the second variable game is being executed, the warning is not issued during the execution of the first variable game. Furthermore, if the second special game is started when neither the first special game nor the second special game is being executed while a warning is being issued, the warning is not terminated and the warning may be issued during the execution of the second special game. In other words, in the gaming machine 10, if the second special game is started when neither the first special game nor the second special game is being executed, the warning can be issued during the execution of the second special game. In other words, in this embodiment, when the execution of the second variation game is started in a situation where neither the first variation game nor the second variation game is being executed, a warning can be issued during the execution of the second variation game.

[0183] Incidentally, in the gaming machine 10, if the execution of the normal game is started while the first warning is being executed, the start of the execution of the normal game triggers the execution of the first warning to continue without terminating the execution of the first warning. Similarly, in the gaming machine 10, if the execution of the normal game is started while the second warning is being executed, the start of the execution of the normal game triggers the execution of the second warning to continue without terminating the execution of the second warning. Furthermore, in the gaming machine 10, if the execution of the normal game is started while the third warning is being executed, the start of the execution of the normal game triggers the execution of the third warning to continue without terminating the execution of the third warning. Furthermore, in the gaming machine 10, if the execution of the normal game is started while the fourth warning is being executed, the start of the execution of the normal game triggers the execution of the fourth warning to continue without terminating the execution of the fourth warning. Furthermore, in the gaming machine 10, if the execution of the normal game is started while the fifth warning is being executed, the execution of the fifth warning does not end as a trigger for the start of the execution of the normal game, and the fifth warning continues to be executed. In this way, in the gaming machine 10, if the execution of the normal game is started in a situation where neither the special game nor the normal game is being executed, it is possible to execute a warning during the execution of the normal game.

[0184] Next, with reference to FIG. 16, the relationship between whether or not the first special game and the second special game are executed and various types of warnings will be described. When neither the first special game nor the second special game is being executed, the first warning can be executed. Furthermore, when neither the first special game nor the second special game is being executed, the second warning can be executed. Similarly, when neither the first special game nor the second special game is being executed, the third warning can be executed. However, since the fourth warning is executed during the execution of the second special game, it will not be executed when neither the first special game nor the second special game is being executed. Furthermore, when neither the first special game nor the second special game is being executed, the fifth warning can be executed. In this way, when neither the first special game nor the second special game is being executed, a warning can be executed. In other words, when neither the first variable game nor the second variable game is being executed, a warning can be executed.

[0185] When only the first special game of the first and second special games is being executed, the first warning cannot be executed. Furthermore, when only the first special game of the first and second special games is being executed, the second warning cannot be executed. Similarly, when only the first special game of the first and second special games is being executed, the third warning cannot be executed. Furthermore, when only the first special game of the first and second special games is being executed, the fourth warning cannot be executed. Furthermore, when only the first special game of the first and second special games is being executed, the fifth warning cannot be executed. Thus, when only the first special game of the first and second special games is being executed, the warning is not executed. In other words, when only the first variable game of the first and second variable games is being executed, the warning is not executed.

[0186] When only the second special game of the first and second special games is being executed, the first warning can be executed. Furthermore, when only the second special game of the first and second special games is being executed, the second warning can be executed. Similarly, when only the second special game of the first and second special games is being executed, the third warning can be executed. Furthermore, when only the second special game of the first and second special games is being executed, the fourth warning can be executed. Furthermore, when only the second special game of the first and second special games is being executed, the fifth warning can be executed. In this way, when only the second special game of the first and second special games is being executed, the warning can be executed. In other words, when only the second variable game of the first and second variable games is being executed, the warning can be executed.

[0187] When both the first special game and the second special game are being executed, the first warning cannot be executed. Furthermore, when both the first special game and the second special game are being executed, the second warning cannot be executed. Similarly, when both the first special game and the second special game are being executed, the third warning cannot be executed. Furthermore, when both the first special game and the second special game are being executed, the fourth warning cannot be executed. Furthermore, when both the first special game and the second special game are being executed, the fifth warning cannot be executed. In this way, when both the first special game and the second special game are being executed, a warning is not executed. In other words, when both the first variable game and the second variable game are being executed, a warning is not executed.

[0188] As described above, in the gaming machine 10, the first warning is not issued when at least the first special game is being executed. Furthermore, in the gaming machine 10, the second warning is not issued when at least the first special game is being executed. Similarly, in the gaming machine 10, the third warning is not issued when at least the first special game is being executed. Furthermore, in the gaming machine 10, the fourth warning is not issued when at least the first special game is being executed. Furthermore, in the gaming machine 10, the fifth warning is not issued when at least the first special game is being executed. In this way, a warning is not issued when the first special game is being executed. In other words, a warning is not issued when the first variable game is being executed. On the other hand, in the gaming machine 10, if the first special game is not being executed, the first warning can be issued even when the second special game is being executed. Furthermore, in the gaming machine 10, if the first special game is not being executed, the second warning can be issued even when the second special game is being executed. Similarly, in the gaming machine 10, if the first special game is not being executed, the third warning can be issued even when the second special game is being executed. Also, in the gaming machine 10, if the first special game is not being executed, the fourth warning can be issued even when the second special game is being executed. Also, in the gaming machine 10, if the first special game is not being executed, the fifth warning can be issued even when the second special game is being executed. In this way, a warning can be issued when the second special game is being executed. In other words, a warning can be issued when the second variable game is being executed.

[0189] Here, the control relating to the execution of the warning will be described. The sub-CPU 51 controls the performance display device 25 so that the first warning is executed when one second has elapsed since the start of the logo performance. At this time, the sub-CPU 51 controls the performance display device 25 so that the first warning image NG1 is displayed, thereby executing the warning. Furthermore, when the first warning is being executed, the sub-CPU 51 controls the performance display device 25 so that the first warning is terminated when the first variation pattern command is input. However, when the first warning is being executed, the sub-CPU 51 does not terminate the first warning even if the second variation pattern command is input. The sub-CPU 51 controls the performance display device 25 so that the first warning is terminated when the execution time of the first warning has elapsed since the start of execution of the first warning. Incidentally, when the first warning is being executed, the sub-CPU 51 does not terminate the first warning even if the normal variation pattern command is input.

[0190] The sub-CPU 51 controls the effect display device 25 so that the second alert is executed when one second has elapsed since the input of the ending command. In other words, the sub-CPU 51 controls the effect display device 25 so that the second alert is executed when one second has elapsed since the start of execution of the ending effect. At this time, the sub-CPU 51 controls the effect display device 25 so that the second alert image NG2 is displayed, thereby executing the alert. Furthermore, when the second alert is being executed, the sub-CPU 51 does not terminate the second alert in response to the end of the jackpot game, even if the jackpot game has ended. Note that when the second alert is being executed, the sub-CPU 51 controls the effect display device 25 so that the second alert is terminated when the first variation pattern command is input. However, when the second alert is being executed, the sub-CPU 51 does not terminate the second alert even if the second variation pattern command is input. Incidentally, in the gaming machine 10, when a warning is initiated while a normal win game is awarded, even if the normal win game ends, the warning does not end with the end of the normal win game. In other words, the gaming machine 10 can execute a warning while a normal win game is awarded. And, the gaming machine 10 can continue to execute the warning even after the end of the normal win game.

[0191] Furthermore, the sub-CPU 51 controls the effect display device 25 so that the second attention is terminated when "8 seconds" corresponding to the execution time of the second attention has elapsed since the execution of the second attention is started. Incidentally, when the second attention is being executed, the sub-CPU 51 does not terminate the second attention even if a normal variation pattern command is input.

[0192] When the sub-CPU 51 inputs the post-first-interval hold number command, which can identify that the first special hold number is "0," it times "10 seconds," which corresponds to the predetermined time until the third alert is executed. Then, when "10 seconds," which corresponds to the predetermined time until the third alert is executed, has elapsed, the sub-CPU 51 controls the effect display device 25 so that the third alert is executed. At this time, the sub-CPU 51 controls the effect display device 25 so that the third alert image NG3 is displayed, thereby executing the alert. Note that while timing the predetermined time until the third alert is executed, the sub-CPU 51 stops timing the predetermined time when it inputs the first variation pattern command. However, while timing the predetermined time until the third alert is executed, the sub-CPU 51 does not stop timing the predetermined time when it inputs the second variation pattern command, and continues timing the predetermined time. Similarly, when the sub-CPU 51 is timing the predetermined time until the third warning is issued, if the sub-CPU 51 inputs a normal fluctuation pattern command, it does not stop timing the predetermined time but continues timing the predetermined time.

[0193] As described above, when the sub-CPU 51 inputs a post-first-interval hold number command that can identify that the first special hold number is "0", it starts executing the third warning after a predetermined time has elapsed. However, even if the sub-CPU 51 inputs a post-second-interval hold number command that can identify that the second special hold number is "0", it does not cause the third warning to be executed in response to the input of the post-second-interval hold number command. Incidentally, even if the sub-CPU 51 inputs a first hold number command that can identify that the first special hold number is "0", it does not cause the third warning to be executed in response to the input of the first hold number command. Even if the sub-CPU 51 inputs a second hold number command that can identify that the second special hold number is "0", it does not cause the third warning to be executed in response to the input of the second hold number command. Even if the sub-CPU 51 inputs a normal hold number command that can identify that the normal hold number is "0", it does not cause the third warning to be executed in response to the input of the normal hold number command.

[0194] When the third alert is being executed, the sub-CPU 51 controls the performance display device 25 so that the third alert is terminated when the first variation pattern command is input. However, when the third alert is being executed, the sub-CPU 51 does not terminate the third alert even if the second variation pattern command is input. In addition, the sub-CPU 51 controls the performance display device 25 so that the third alert is terminated when the execution time of the third alert has elapsed since the execution of the third alert began. Incidentally, when the third alert is being executed, the sub-CPU 51 does not terminate the third alert even if the normal variation pattern command is input.

[0195] When the sub-CPU 51 inputs a second variation pattern command capable of identifying a variation pattern with a miss reach or a jackpot variation pattern during a high base state, the sub-CPU 51 performs a fourth alert lottery to determine whether to execute a fourth alert during the execution of the reach effect. For example, the sub-CPU 51 acquires a random number generated within the sub-board 50 and performs the fourth alert lottery using the acquired random number value and a judgment value stored in the sub-ROM 52 for use in the fourth alert lottery. In this embodiment, if the fourth alert lottery is won, it is determined to execute the fourth alert, whereas if the fourth alert lottery is not won, it is determined not to execute the fourth alert. The winning probability of the fourth alert lottery differs between when the second variation pattern command capable of identifying a variation pattern with a miss reach is input and when the second variation pattern command capable of identifying a jackpot variation pattern is input. In this embodiment, the winning probability of the fourth alert lottery is determined so that the jackpot expectation is higher when the fourth alert is executed than when the fourth alert is not executed.

[0196] If the fourth warning lottery is won, the sub-CPU51 controls the effect display device 25 so that the fourth warning is executed at a predetermined timing during the execution of the second special game. At this time, the sub-CPU51 controls the effect display device 25 so that the fourth warning image NG4 is displayed, thereby executing the warning. However, if the first special game is being executed when the fourth warning is executed, the sub-CPU51 will not execute the fourth warning even if the fourth warning lottery is won. Note that the predetermined timing during the execution of the second special game is a predetermined timing during the execution of a reach effect.

[0197] Furthermore, when the fourth alert is being executed, the sub-CPU 51 controls the performance display device 25 so that the fourth alert is terminated when the first variation pattern command is input. The sub-CPU 51 controls the performance display device 25 so that the fourth alert is terminated when the execution time of the fourth alert has elapsed since the execution of the fourth alert started. Incidentally, when the fourth alert is being executed, the sub-CPU 51 does not terminate the fourth alert even if the normal variation pattern command is input.

[0198] When the sub-CPU 51 inputs a number command that can identify that the remaining number of times of the special game to be controlled to the high base state after the end of a jackpot game is 0, and then inputs a low base state command, the sub-CPU 51 controls the effect display device 25 to execute a fifth warning. At this time, the sub-CPU 51 controls the effect display device 25 to display the fifth warning image NG5, thereby executing the warning. As a result, the effect display device 25 executes the fifth warning in response to the end of the high base state and the switch to the low base state. In addition, the sub-CPU 51 controls the effect display device 25 so that the fifth warning is terminated when the execution time of the fifth warning has elapsed since the execution of the fifth warning was started in response to the end of the high base state and the switch to the low base state.

[0199] When the sub-CPU 51 is not executing the fifth warning, if a gate ball entry command is input during a low base state, the sub-CPU 51 controls the effect display device 25 to execute the fifth warning. At this time, the sub-CPU 51 controls the effect display device 25 to display the fifth warning image NG5, thereby executing the warning. As a result, the effect display device 25 executes the fifth warning due to a game ball being launched into the right-hand region RB after switching from the high base state to the low base state. Also, when the sub-CPU 51 is executing the fifth warning due to a game ball being launched into the right-hand region RB after switching from the high base state to the low base state, if the sub-CPU 51 does not input a gate ball entry command for the non-detection time, the effect display device 25 controls the effect display device 25 to terminate the fifth warning.

[0200] Also, when the fifth alert is being executed, the sub-CPU51 controls the effect display device 25 so that the fifth alert is terminated when the first variation pattern command is input. At this time, whether the fifth alert is being executed as a result of the high base state ending and switching to the low base state, or the fifth alert caused by the game ball being launched into the right-side area RB after switching from the high base state to the low base state, the sub-CPU51 controls the effect display device 25 so that the fifth alert is terminated. Incidentally, when the fifth alert is being executed, the sub-CPU51 does not terminate the fifth alert even if the normal variation pattern command is input.

[0201] As described above, in the gaming machine 10, the sub-CPU 51 executes control to call attention. As a result, in this embodiment, the function of attention control means that controls the execution of attention is realized. In other words, in this embodiment, the sub-CPU 51 executes the function of attention control means.

[0202] Here, an example of a warning in the gaming machine 10 will be described with reference to Figures 17(a) and 17(b). Note that although Figures 17(a) and 17(b) do not show the post-stop interval period, the post-stop interval period occurs after the end of each special game.

[0203] As shown in FIG. 17(a), when a third jackpot game is awarded, the effect display device 25 starts executing the second warning. At this time, it is assumed that the execution of the second warning is started at timing t21 when the third jackpot game is awarded. If the number of first special reserved balls is 0 at timing t22 when the third jackpot game ends, the first special game will not be executed immediately after the end of the third jackpot game. In this case, even if the third jackpot game ends, the effect display device 25 continues to execute the second warning. Note that even if the number of second special reserved balls is 1 or more at timing t22 when the third jackpot game ends and the second special game starts to be executed after the end of the third jackpot game, the second warning continues to be executed. At this time, the effect display device 25 executes the second warning even during the execution of the second special game. However, if the execution of the first special game starts at timing t23 when the second warning is being executed, the second warning ends. Incidentally, although not shown in the figure, when the execution of the second special game is started while the second warning is being executed, the second warning does not end as a result of the start of the execution of the second special game.

[0204] Furthermore, when the first special game ends at timing t24, a standby state is entered. Then, although not shown, when the standby state is entered, a symbol display standby effect is executed in the effect display device 25. After the symbol display standby effect ends, a moving image standby effect is executed in the effect display device 25. Furthermore, after the moving image standby effect ends, a logo effect is executed in the effect display device 25. Then, at timing t25 after the logo effect is executed, a first warning is executed in the effect display device 25. Incidentally, although not shown, if the execution of the first special game is started while the first warning is being executed, the first warning is ended. On the other hand, if the execution of the second special game is started while the first warning is being executed, the first warning is not ended and continues to be executed.

[0205] As shown in FIG. 17(b), when a third jackpot game is awarded, the effect display device 25 starts executing the second warning. At this time, it is assumed that the execution of the second warning is started at timing t31 when the third jackpot game is awarded. If the number of first special reserved balls is 1 or more at timing t32 when the third jackpot game ends, the execution of the first special game starts after the third jackpot game ends. This ends the second warning, which was started when the third jackpot game was awarded. However, it is assumed that the first special game ends at subsequent timing t33, and the number of first special reserved balls reaches 0. In this case, at timing t34, when a predetermined time of 10 seconds has elapsed since timing t33, the effect display device 25 starts executing the third warning. At this time, even if the second special game is being played, the effect display device 25 executes the third warning. In this way, even if the second warning ends immediately after the end of the third jackpot game, once the execution of the first special game is completed, the third warning will be executed and the warning can be executed.

[0206] Next, an example of the display content of the performance display device 25 when an attention call is executed will be described with reference to Figs. 18(a) to 18(e). 18(a), when a reach effect is being executed during execution of the second special game in the high base state, the effect display device 25 displays the fourth attention drawing image NG4 and executes an attention drawing. At this time, the gaming machine 10 can not only draw the attention of the player but also increase the expectation of a jackpot. In other words, by executing an attention drawing while the special game is being executed, the gaming machine 10 can subsequently award a jackpot game and increase the expectation of a favorable development.

[0207] As shown in FIG. 18(b), when the state switches from the high base state to the low base state, the fifth attention drawing image NG5 is displayed on the effect display device 25, and an attention drawing is executed. Furthermore, as shown in FIG. 18(c), when a gaming ball is launched into the right-side region RB after switching from the high base state to the low base state, the fifth attention drawing image NG5 is displayed on the effect display device 25, and an attention drawing is executed. The fifth attention drawing image NG5 shown in FIG. 18(b) is displayed in the same display region (display position) as the fifth attention drawing image NG5 shown in FIG. 18(c). Therefore, in the gaming machine 10, the manner of the attention drawing executed when a gaming ball is launched into the right-side region RB after switching from the high base state to the low base state is the same as the manner of the attention drawing executed when switching from the high base state to the low base state.

[0208] As shown in Fig. 18(d), when the standby state is subsequently entered, the effect display device 25 displays the first attention drawing image NG1 and executes an attention drawing. The first attention drawing image NG1 shown in Fig. 18(d) is different from the fourth attention drawing image NG4 shown in Fig. 18(a). Furthermore, the display positions (display areas) where the images NG1 and NG4 are displayed on the effect display device 25 are different. In other words, the manner of attention drawing executed when the special game is being executed is different from the manner of attention drawing executed when the game is in standby.

[0209] As shown in FIG. 18(e), when a jackpot game is awarded, the effect display device 25 may display a second attention alert image NG2 and execute an attention alert. The second attention alert image NG2 shown in FIG. 18(e) is different from the fourth attention alert image NG4 shown in FIG. 18(a). Furthermore, the display positions (display areas) in which the images NG2 and NG4 are displayed on the effect display device 25 are different. In other words, the manner of attention alert executed when a special game is being played differs from the manner of attention alert executed when a jackpot game is awarded. Furthermore, in the gaming machine 10, when an attention alert is executed when a jackpot game is awarded, the gaming machine 10 alerts the player and can specify that the game will be controlled to a high probability state after the jackpot game ends. In other words, in the gaming machine 10, by executing an attention alert when a jackpot game is awarded, the game will be controlled to a high probability state and the player's expectations for advantageous developments can be increased.

[0210] The effects of this embodiment will be described below. (1-1) After switching from a high base state in which it is recommended to shoot a game ball into the right area RB to a low base state in which it is recommended to shoot a game ball into the left area RA, when a game ball is shot into the right area RB, the effect display device 25 can issue a warning. This makes it possible to effectively issue a warning to a player who is likely to be addicted to playing by shooting a game ball into the right area RB despite switching from the high base state to the low base state.

[0211] (1-2) When the state switches from a high base state, in which it is recommended to shoot the game ball into the right area RB, to a low base state, in which it is recommended to shoot the game ball into the left area RA, a warning is issued by the effect display device 25. As a result, a warning is issued in advance when the state switches from the high base state to the low base state, and the warning is issued again when the game ball continues to be shot into the right area RB after that. This makes it possible to prevent the player from becoming so absorbed in the game that they continue to shoot the game ball into the right area RB despite switching from the high base state to the low base state, and to effectively issue a warning.

[0212] (1-3) After switching from the high base state to the low base state, in the low base state, the effect display device 25 can execute a left-hit effect in addition to a warning to encourage the launch of the game ball into the left-side area RA. In this way, by executing a left-hit effect in the effect display device 25 in addition to a warning, it is possible to make an addicted player launch the game ball into the left-side area RA in addition to a warning, that is, to inform the player what to do.

[0213] (1-4) The manner of the warning that is executed when a game ball is launched into the right-side area RB after switching from the high base state to the low base state is the same as the manner of the warning that is executed in conjunction with switching from the high base state to the low base state. This prevents, for example, the player from mistaking the warning that the warning itself is different due to the manner of the warning that is executed in conjunction with switching from the high base state to the low base state being different, and allows the warning to be executed effectively.

[0214] (1-5) The manner of the alert executed when the special game is being executed is different from the manner of the alert executed when the game is in a standby state. In this way, by executing the alert in different manners according to the situation when the special game is being executed and the situation when the game is in a standby state, the alert can be executed effectively.

[0215] (1-6) The manner of the warning issued when a special game is being played differs from the manner of the warning issued when a jackpot game is being awarded. In this way, by issuing warnings in different manners according to the situation when a special game is being played and the situation when a jackpot game is being awarded, it is possible to issue warnings effectively.

[0216] (1-7) When a warning is issued while a special game is being played, there is a higher expectation that the game will develop favorably thereafter than when a warning is not issued while the special game is being played. This increases attention to whether a warning will be issued while the special game is being played, and makes it possible to effectively issue a warning.

[0217] (1-8) When a warning is issued when a jackpot game is awarded, there is a higher expectation that the game will develop favorably thereafter than when a warning is not issued when a jackpot game is awarded. This increases attention to whether a warning will be issued when a jackpot game is awarded, and makes it possible to effectively issue a warning.

[0218] (1-9) When the second special game is being played, a warning can be issued. In this way, by issuing a warning when the second special game is being played and it is assumed that the player is likely to be playing, the warning becomes more noticeable and can be issued more effectively.

[0219] (1-10) The specific effects that can be executed in conjunction with the execution of the first special game can be customized. Therefore, it is possible to assume that a player wants to enjoy the specific effects. Therefore, by not executing the warning when the first variable game is being executed, it is possible to prevent the warning from being perceived as an annoyance.

[0220] (1-11) The longest variable time among the variable times of the first special game is longer than the longest variable time among the variable times of the second special game. In this way, when the first special game, which has a long variable time and attracts the player's attention, is being executed, the warning is not executed, thereby making it possible to prevent the warning from being perceived as an annoyance.

[0221] (1-12) When the first special game and the second special game can be executed in parallel, even if the second special game is being executed, the warning is not executed when the first special game is also being executed in parallel. This prevents the warning from being annoyed when the first special game is being executed, regardless of whether the second special game is being executed.

[0222] (1-13) When the first special game is being executed, the attention call is not executed. The advantage of the first special game is higher than that of the second special game. In other words, when the first special game is being executed, which has a higher advantage than the second special game and is expected to attract more attention from players, the attention call is not executed, thereby preventing players from feeling annoyed by the attention call.

[0223] (1-14) Even if the execution of the second special game starts while a warning is being issued in the standby state, the warning is not terminated when the execution of the second special game starts. In other words, the second special game starts while a warning is being issued in the standby state, and the warning is not terminated in a situation where it is assumed that the player is likely to be playing the game. This makes it easier to notice the warning that has been issued in the standby state, and the warning can be executed more effectively.

[0224] (1-15) Even when a warning is being issued in the standby state, when the execution of a first special game, which has a higher advantage than the second special game, starts, the warning is terminated accordingly. In this way, when the execution of the first special game, which has a higher advantage and is attracting the player's attention, starts, the warning is terminated, so that it is possible to prevent the warning from being an annoyance due to the warning interfering with the first special game, for example.

[0225] (1-16) When a warning is being issued in the standby state, if the first special game, which may result in a confirmation effect, of the first special game and the second special game is started, the warning is terminated upon the start of the first special game. This prevents the warning from interfering with the confirmation effect, for example, when the confirmation effect and the warning are executed in parallel.

[0226] (1-17) After the jackpot symbol is displayed as a fixed stop in the second special game and the jackpot game is awarded, the warning can be executed, and the warning can be continued even after the jackpot game ends. In this way, even if the jackpot game ends after the jackpot symbol is displayed as a fixed stop in the second special game and the jackpot game is awarded, and the jackpot game ends while the warning is being executed, the warning can be continued without ending. This prevents the warning from being terminated due to the end of the jackpot game, making it possible to execute the warning to the end, and allows the warning to be executed more effectively.

[0227] (1-18) The time during which game balls are permitted to enter the first large prize opening 29 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the first special game is longer than the time during which game balls are permitted to enter the second large prize opening 31 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the second special game. In other words, the time during which game balls are permitted to enter the second large prize opening 31 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the second special game is shorter than the time during which game balls are permitted to enter the first large prize opening 29 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the first special game. In such a "situation in which the time during which game balls are permitted to enter the second large prize opening 31 during a jackpot game is short," the warning can continue to be executed even after the jackpot game has ended. This eliminates the need to make adjustments such as lengthening the time required for a jackpot game in order to execute a warning, thereby enabling greater freedom in the production of gaming machines.

[0228] (1-19) When a specific condition is met in relation to the first special game, a warning can be issued after a predetermined time has elapsed. There is a high possibility that a player is playing the first special game during its execution. By issuing a warning after a predetermined time has elapsed when a specific condition is met in relation to the first special game, the warning becomes more noticeable and can be issued more effectively.

[0229] (1-20) In particular, it is assumed that the player will continue playing after the first special game, which has a higher advantage than the second special game, is executed. Therefore, when a specific condition is established in relation to the first special game, by issuing a warning after a predetermined time has elapsed, the player will be more likely to notice that the game is continuing, and the warning can be issued more effectively.

[0230] (1-21) If the execution of the first special game is not suspended after the end of the first special game, a specific condition is established in relation to the first special game. In this way, when the first special game is not executed again, a warning can be issued after a predetermined time has elapsed. This allows the warning to be issued more effectively in a situation where the first special game is not executed again and the player's desire to continue playing the first special game is likely to be heightened, that is, in a situation where there is a high risk of addiction.

[0231] (1-22) When the execution of the second special game is started in a situation where neither the first special game nor the second special game is being executed, a warning can be issued during the execution of the second special game. In other words, by enabling the warning to be issued in a situation where it is assumed that the player has started playing, the warning can be more easily noticed and executed more effectively.

[0232] (1-23) When the first special game is started in a situation where neither the first special game nor the second special game is being executed, a warning is not issued during the execution of the first special game. In other words, even if the second special game is started in a situation where neither the first special game nor the second special game is being executed, a warning may be issued during the execution of the second special game. On the other hand, if the first special game is started in a situation where neither the first special game nor the second special game is being executed, a warning is not issued during the execution of the first special game. As a result, if a warning is issued when a special game is executed from a situation where neither the first special game nor the second special game is being executed, it can be determined that the special game being executed is the second special game.

[0233] (1-24) In the gaming machine 10, even if the first attention alert image NG1 and the second attention alert image NG2 are displayed on the effect display device 25, the first attention alert image NG1 and the second attention alert image NG2 do not overlap. Therefore, even if the first attention alert and the second attention alert are executed in parallel, one attention alert does not interfere with the other attention alert, and each attention alert can be executed appropriately.

[0234] (1-25) In the gaming machine 10, even if the first attention alert image NG1 and the third attention alert image NG3 are displayed on the effect display device 25, the first attention alert image NG1 and the third attention alert image NG3 do not overlap. Therefore, even if the first attention alert and the third attention alert are executed in parallel, one attention alert does not interfere with the other attention alert, and each attention alert can be executed appropriately.

[0235] (1-26) In the gaming machine 10, even if the second attention alert image NG2 and the third attention alert image NG3 are displayed on the effect display device 25, the second attention alert image NG2 and the third attention alert image NG3 do not overlap. Therefore, even if the second attention alert and the third attention alert are executed in parallel, one attention alert does not interfere with the other attention alert, and each attention alert can be executed appropriately.

[0236] (Second embodiment) Next, a second embodiment of the gaming machine will be described. Note that the same components as those in the first embodiment are given the same reference numerals as those in the first embodiment, and detailed descriptions and drawings thereof will be omitted.

[0237] In the gaming machine 10 of the first embodiment, the advantage of the first special game is higher than the advantage of the second special game. On the other hand, in the gaming machine 10 of the second embodiment, the advantage of the first special game is lower than the advantage of the second special game. In other words, the advantage of the second special game in the second embodiment is higher than the advantage of the first special game. In other words, in this embodiment, the advantage of the second variable game is higher than the advantage of the first variable game.

[0238] In the gaming machine 10 of this embodiment, the first jackpot symbol and the second jackpot symbol may be displayed as a fixed stop in the second special game, but are not displayed as a fixed stop in the first special game. On the other hand, in the gaming machine 10 of this embodiment, the third jackpot symbol and the fourth jackpot symbol may be displayed as a fixed stop in the first special game, but are not displayed as a fixed stop in the second special game. Therefore, in a jackpot game awarded after a jackpot result is displayed as a fixed stop in the second special game, a game ball is allowed to enter the second large prize opening 31. In other words, the gaming machine 10 is configured to award a jackpot game in which the second large prize opening 31 is opened and a game ball is allowed to enter the second large prize opening 31 after a jackpot symbol is displayed as a fixed stop in the first special game. Furthermore, in the jackpot game that is awarded after the jackpot result is displayed as a fixed stop in the second special game, a game ball is allowed to enter the first large prize opening 29. In other words, the gaming machine 10 is configured to be able to award a jackpot game in which a game ball is allowed to enter the first large prize opening 29 by opening the first large prize opening 29 after the jackpot symbol is displayed as a fixed stop in the second special game.

[0239] Furthermore, in the gaming machine 10 of this embodiment, the time during which a gaming ball is allowed to enter the first large prize opening 29 during a jackpot game that is awarded after the jackpot pattern is displayed as a fixed stop in the second special game is longer than the time during which a gaming ball is allowed to enter the second large prize opening 31 during a jackpot game that is awarded after the jackpot pattern is displayed as a fixed stop in the first special game.

[0240] Furthermore, as explained in the first embodiment, the number of game balls that a player can acquire by being awarded the first jackpot game and the second jackpot game is greater than the number of game balls that a player can acquire by being awarded the third jackpot game and the second jackpot game. Therefore, in the gaming machine 10 of this embodiment, the second special game in which the first jackpot game and the second jackpot game can be awarded is more advantageous than the first special game in which the third jackpot game and the fourth jackpot game can be awarded. In other words, the advantage of the second special game is higher than the advantage of the first special game. In other words, the advantage of the second variable game is higher than the advantage of the first variable game.

[0241] The effects of this embodiment will now be described. According to this embodiment, in addition to the effects (1-1) to (1-12), (1-14), (1-16) to (1-19), and (1-21) to (1-26) of the first embodiment, the following effects can be obtained.

[0242] (2-1) The advantage of the second special game is higher than that of the first special game. In other words, by executing the alert when the second special game, which has a higher advantage than the first special game and is expected to attract more attention from players, is being executed, the alert becomes easier to notice and can be executed more effectively.

[0243] (2-2) Even when the attention call is being executed in the standby state, and even when the execution of the second special game, which has a higher advantage than the first special game, is started, the attention call continues to be executed. In this way, the attention call is not terminated when the execution of the second special game, which has a higher advantage and is attracting the player's attention, is started and it is expected that the player's attention is increasing, so the attention call is easily noticed and can be executed more effectively.

[0244] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. When a warning is issued when a game ball is launched into the right-side region RB after switching from the high base state to the low base state, the fifth warning image NG5 may be displayed in a different display region (display position) from when a warning is issued when the high base state ends and the game state switches to the low base state. In other words, the manner of the warning issued when a game ball is launched into the right-side region RB after switching from the high base state to the low base state may be different from the manner of the warning issued when the high base state ends and the game state switches to the low base state. In other words, the manner of the warning issued when a game ball is launched into the second game region after switching from the second state to the first state may be configured to be different from the manner of the warning issued when switching from the second state to the first state. By varying the manner of warning in this way, a player who did not notice the warning that is issued when switching from a high base state to a low base state may notice the warning that is issued when hitting the right button after switching from a high base state to a low base state, and warnings can be issued effectively.

[0245] When determining that a game ball has been hit from the left, it can be determined that the game ball has been hit from the left based on the detection of a game ball that has entered an entry port (for example, the first starting port 26 in the above embodiment) that can only be entered when the game ball is allowed to flow down into the left area RA. Similarly, when determining that a game ball has been hit from the right, it can be determined that the game ball has been hit from the right based on the detection of a game ball that has entered an entry port (for example, the gate 33 in the above embodiment) that can only be entered when the game ball is allowed to flow down into the right area RB. Although it may be configured to determine that a game ball has been hit from the right (or left) based on the detection of one game ball, it may also be configured to determine that a game ball has been hit from the right (or left) based on the detection of multiple game balls, for example. For example, it may be configured to determine that a game ball has been hit from the right based on the detection of a predetermined number of game balls by the gate sensor SE5 within a predetermined period.

[0246] After switching from a low base state in which it is recommended to shoot a game ball into the left area RA to a high base state in which it is recommended to shoot a game ball into the right area RB, when a game ball is shot into the left area RA, the effect display device 25 may be able to issue a warning. For example, after switching from a low base state in which it is recommended to shoot a game ball into the left area RA to a jackpot game in which it is recommended to shoot a game ball into the right area RB, when a game ball is shot into the left area RA, the effect display device 25 may be able to issue a warning. For example, the effect display device 25 may be configured to identify a left-handed hit based on the game ball entering the first start hole 26, that is, based on the first start sensor SE1 detecting the game ball. The effect display device 25 may be configured not to issue a warning when a game ball is launched into the right area RB after switching from a high base state in which it is recommended to launch a game ball into the right area RB to a low base state in which it is recommended to launch a game ball into the left area RA. In other words, the effect display device 25 may be configured not to issue a warning when a game ball is launched into the right area RB after switching from the high base state to the low base state.

[0247] The effect display device 25 may be capable of issuing a warning when a state is switched from a low base state in which it is recommended to fire a game ball into the left area RA to a high base state in which it is recommended to fire a game ball into the right area RB. For example, when a game ball is fired into the left area RA when a state is switched from a low base state in which it is recommended to fire a game ball into the left area RA to a jackpot game in which it is recommended to fire a game ball into the right area RB, the effect display device 25 may be capable of issuing a warning. When a state is switched from a high base state in which it is recommended to fire a game ball into the right area RB to a low base state in which it is recommended to fire a game ball into the left area RA, the effect display device 25 may be configured not to issue a warning. In other words, when a state is switched from a high base state to a low base state, the effect display device 25 may be unable to issue a warning.

[0248] After switching from a high base state in which it is recommended to shoot the game ball into the right area RB to a low base state in which it is recommended to shoot the game ball into the left area RA, in the low base state, the effect display device 25 may be capable of both issuing a warning about addiction and a left-hit effect. For example, the effect display device 25 may be configured to execute both a warning about addiction and a left-hit effect by displaying an image that both issues a warning about addiction and encourages the shooting of the game ball into the left area RA. After switching from a high base state in which it is recommended to shoot the game ball into the right area RB to a low base state in which it is recommended to shoot the game ball into the left area RA, in the low base state, the effect display device 25 may be capable of executing only one of a warning about addiction and a left-hit effect.

[0249] The manner of the attention call executed when a special game is being executed may be the same as the manner of the attention call executed when the machine is in a standby state. Furthermore, the manner of the attention call executed when a special game is being executed may be the same as the manner of the attention call executed when a jackpot game is awarded. Furthermore, the manner of the attention call executed when the machine is in a standby state may be the same as the manner of the attention call executed when a jackpot game is awarded. As described above, by making the manner of the attention calls the same, it is possible to prevent the player from mistaking the attention calls for different things due to the different manner of the attention calls, and to effectively execute the attention calls.

[0250] When a warning is issued while a special game is being played, the expectation of a jackpot game controlled to a variable probability state being awarded after the end of the jackpot game may be increased compared to when a warning is not issued while the special game is being played. In this way, the expectation of a favorable subsequent development is not limited to the expectation of a jackpot, but may also be, for example, the expectation of a jackpot game controlled to a variable probability state being awarded.

[0251] When a warning is not issued while a special game is being played, the expectation level for a subsequent advantageous development may be higher than when a warning is issued while a special game is being played. Also, the expectation level for a subsequent advantageous development may not need to be different depending on whether a warning is issued while a special game is being played.

[0252] If a special game resulting in a jackpot is included among the special games whose execution is suspended, a warning may be issued when the jackpot game is awarded. For example, when a warning is issued when a jackpot game is awarded, the expectation that a special game resulting in a jackpot will be played after the jackpot game ends may be increased compared to when a warning is not issued when the jackpot game is awarded. In this way, the expectation that the game will develop favorably thereafter is not limited to the expectation that the game will be controlled in a probability variable state, but may also be, for example, the expectation that a special game resulting in a jackpot will be included among the special games whose execution is suspended.

[0253] When a warning is not issued when a jackpot game has been awarded, the expectation of a favorable outcome thereafter may be higher than when a warning is issued when a jackpot game has been awarded. Also, the expectation of a favorable outcome thereafter may not be different depending on whether a warning is issued when a jackpot game has been awarded.

[0254] The advantage of the first special game and the advantage of the second special game may be the same. In other words, the advantage of the first variable game may be the same as the advantage of the second variable game. For example, the type of jackpot may be determined with the same probability from among the same type of jackpots in both the first jackpot lottery and the second jackpot lottery.

[0255] The number (number of times) of first special games that can be suspended may be changed. For example, the execution of the first special game may be made unsuspendable. Similarly, the number (number of times) of second special games that can be suspended may be changed. For example, the execution of the second special game may be made unsuspendable. The execution of either the first special game or the second special game may be made unsuspendable, while the execution of the other special game may be made unsuspendable. Furthermore, the number (number of times) of regular games that can be suspended may be changed. For example, the execution of the regular game may be made unsuspendable. The execution of either the special game or the regular game may be made unsuspendable, while the execution of the other variable game may be made unsuspendable.

[0256] Customizable effects (specific effects in the above embodiment) may be configured so that customization is enabled when the base level is low, but disabled when the base level is high. Conversely, customizable effects may be configured so that customization is enabled when the base level is high, but disabled when the base level is low.

[0257] The operation unit that functions as the operation means operated to customize a specific effect may be multiple operation units such as buttons B1 and B2, or it may be a single operation unit. For example, a configuration may be adopted in which a specific effect can be customized by pressing and holding one operation unit for a predetermined period of time. Furthermore, the number of operation units that function as the operation means operated to customize a specific effect does not have to be two, and may be, for example, more than two (three or more).

[0258] Customizable effects are not limited to specific effects. For example, customizable effects may include effects other than the specific effects in addition to the specific effects. For example, customizable effects may replace specific effects with effects other than the specific effects. For example, the volume of at least some of the sounds output from the speaker 18 may be adjustable, thereby enabling customization of the volume. For example, the volume of sounds related to specific effects may be adjustable, thereby enabling customization of the specific effects. For example, the brightness (also referred to as light intensity) of the effect display device 25 may be adjustable, thereby enabling customization of the brightness. For example, the brightness of the effect display device 25 when a specific effect is executed may be adjustable, thereby enabling customization of the specific effects. Note that the brightness of the effect display device 25 may also be the brightness of the backlight of the effect display device 25. The brightness of the decorative lamp 17 may also be adjustable. Alternatively, customizable effects may not be provided. In other words, the above-described embodiment may be a gaming machine that does not have customizable effects.

[0259] The customizable effects may not include effects that can be executed in conjunction with the execution of the first special game. Furthermore, the customizable effects may include effects that can be executed in conjunction with the execution of the second special game. Furthermore, the customizable effects may not include effects that can be executed in conjunction with the execution of the second special game. The customizable effects may include effects that can be executed in conjunction with the execution of the normal game. Furthermore, the customizable effects may not include effects that can be executed in conjunction with the execution of the normal game.

[0260] When either the first special game or the second special game is being executed, the specific effects executable in association with the execution of the first special game may be customized by operating at least one of the Up Button B1 and the Down Button B2. For example, when the second special game is being executed, the specific effects executable in association with the execution of the first special game may be customized by operating at least one of the Up Button B1 and the Down Button B2. In contrast, when the first special game is being executed, the specific effects executable in association with the execution of the first special game may not be customized even if the Up Button B1 and the Down Button B2 are operated. In this configuration, when both the first special game and the second special game are being executed, the specific effects executable in association with the execution of the first special game may not be customized even if the Up Button B1 and the Down Button B2 are operated. Furthermore, when the special games are being executed, the specific effects executable in association with the execution of the first special game may not be customized even if the Up Button B1 and the Down Button B2 are operated.

[0261] When a left-hit effect is being executed on the effect display device 25, if the execution of the first special game is started, the left-hit effect may be configured to end when the execution of the first special game is started.When a left-hit effect is being executed on the effect display device 25, if a game ball enters the first start hole 26, the left-hit effect may be configured to end when the game ball enters the first start hole 26.

[0262] After switching from a low base state in which it is recommended to fire a game ball into the left area RA to a high base state in which it is recommended to fire a game ball into the right area RB, when a game ball is fired into the left area RA, the effect display device 25 may be able to execute a right-hit effect. After switching from a low base state in which it is recommended to fire a game ball into the left area RA to a jackpot game in which it is recommended to fire a game ball into the right area RB, when a game ball is fired into the left area RA, the effect display device 25 may be able to execute a right-hit effect. For example, when in the high base state or when a jackpot game has been awarded, the right-hit effect may be executed based on the game ball entering the first start hole 26, that is, based on the first start sensor SE1 detecting the game ball. Furthermore, after switching from a high base state in which it is recommended to shoot a gaming ball into the right area RB to a low base state in which it is recommended to shoot a gaming ball into the left area RA, when a gaming ball is shot into the right area RB, the effect display device 25 may be capable of executing a left-hit effect. For example, when in the low base state, the effect display device 25 may be configured to be capable of executing a left-hit effect based on the gaming ball entering the gate 33, that is, based on the gate sensor SE5 detecting the gaming ball.

[0263] In the above embodiment, the right-hit effect is executed to encourage right-hitting, but a different effect may be used to encourage right-hitting. Executing a right-hit effect is equivalent to encouraging right-hitting, but it can also be considered to be a warning that left-hitting is prohibited or that right-hitting is required. In other words, the right-hit effect can be considered a type of warning. In addition, in the above embodiment, the left-hit effect is executed to encourage left-hitting, but a different effect may be used to encourage left-hitting. Executing a left-hit effect is equivalent to encouraging left-hitting, but it can also be considered to be a warning that right-hitting is prohibited or that right-hitting is required. In other words, the left-hit effect can be considered a type of warning. In the above embodiment, both the right-hit effect and the left-hit effect are executable, but only one of the right-hit effect and the left-hit effect may be executable, or both the right-hit effect and the left-hit effect do not need to be executed.

[0264] The confirmation effect may be customizable. For example, the probability of executing the confirmation effect may be customizable. When the probability of executing the confirmation effect is customized, the customization of the probability of executing the confirmation effect may be configured to become effective after all special games that are currently on hold have ended. As described above, the effect that can be executed only for the first special game out of the first and second special games may be customizable.

[0265] When a jackpot symbol is displayed as a fixed stop in the first special game, the fixed effect may not be executed based on the fixed stop display of the jackpot symbol in the first special game. In the above embodiment, the fixed effect does not have to be executable. When a jackpot symbol is displayed as a fixed stop in the second special game, the fixed effect may be executed when the first special game is being executed based on the fixed stop display of the jackpot symbol in the second special game. For example, even if a jackpot symbol is displayed as a fixed stop in either the first special game or the second special game, the fixed effect may be executed when the special game is being executed based on the fixed stop display of the jackpot symbol in the special game.

[0266] The confirmation performance may be configured to be executed by some or all of the performance devices among the decorative lamps 17, the speakers 18, and the performance display device 25. For example, the confirmation performance may be configured to be executed by one of the performance devices among the decorative lamps 17, the speakers 18, and the performance display device 25, or may be configured to be executed by two or more of the performance devices among the decorative lamps 17, the speakers 18, and the performance display device 25.

[0267] The warning may be configured to be executable only during either the execution of the first special game or the execution of the second special game. For example, the warning may be executable when only the first special game of the first and second special games is being executed. For example, the warning may not be executed when only the second special game of the first and second special games is being executed. Furthermore, the warning may be executable both during the execution of the first special game and the execution of the second special game. For example, the warning may be executable when both the first special game and the second special game are being executed.

[0268] Even if the first special game starts while a warning is being issued in the standby state, the warning may not be terminated when the first special game starts. Also, if the second special game starts while a warning is being issued in the standby state, the warning may be terminated when the second special game starts.

[0269] After the jackpot symbol is displayed as a confirmed stop in the first special game and when the jackpot game is awarded, a warning can be issued, and the warning can be configured to continue to be issued even after the jackpot game has ended.

[0270] In the first embodiment, the time during which game balls are allowed to enter the first large prize opening 29 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the first special game may be the same as the time during which game balls are allowed to enter the second large prize opening 31 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the second special game. In the first embodiment, the time during which game balls are allowed to enter the second large prize opening 31 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the second special game may be longer than the time during which game balls are allowed to enter the first large prize opening 29 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the first special game. In the second embodiment, the time during which game balls are allowed to enter the second large prize opening 31 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the first special game may be the same as the time during which game balls are allowed to enter the first large prize opening 29 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the second special game. In the second embodiment, the time during which game balls are allowed to enter the first large prize opening 29 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the second special game may be longer than the time during which game balls are allowed to enter the second large prize opening 31 during a jackpot game that is awarded after a jackpot symbol is displayed as a fixed stop in the first special game.

[0271] The video standby effect may be configured to continue to be executed even if the execution of the second special game is started while the video standby effect is being executed in the standby state. Conversely, the video standby effect may be configured to end when the execution of the first special game is started while the video standby effect is being executed in the standby state. Furthermore, the effect display device 25 may be configured not to execute the effect game when the video standby effect is being executed during the execution of the second special game. Furthermore, the effect display device 25 may be configured to execute the effect game in a display area smaller than usual when the video standby effect is being executed during the execution of the second special game.

[0272] In the standby state, there may be times when only the symbol display standby effect is executed, and times when the symbol display standby effect, video standby effect, and warning about addiction are executed. For example, when the standby state is entered in a low base state, the standby state may be configured to be executable with all of the symbol display standby effect, video standby effect, and warning about addiction. For example, when the standby state is entered in a high base state, the standby state may be configured to be executable with only the symbol display standby effect executed with the symbol display standby effect, video standby effect, and warning about addiction.

[0273] The upper movable body 80 may be configured not to move when a special game is being played. Accordingly, the action precursor effect may be configured not to be executed when a special game is being played. The upper movable body 80 may be configured not to move when a jackpot game is being awarded. Accordingly, the action precursor effect may be configured not to be executed when a jackpot game is being awarded.

[0274] The upper movable body 80 may be configured to move after the action precursor effect has started and after the action precursor effect has ended. Alternatively, the upper movable body 80 may be configured to move while the action precursor effect is being executed after the action precursor effect has started. After the action precursor effect is executed, the upper movable body 80 may move or may not move. In other words, the action precursor effect may be an effect that heightens anticipation for the upper movable body 80 to move. In the above embodiment, the action precursor effect is configured to encourage attention to the upper movable body 80, but a different effect may be configured to encourage attention to the upper movable body 80. By executing the action precursor effect, it is possible to identify in advance that the upper movable body 80 will move. As a result, by executing the action precursor effect, it is possible to warn in advance at least one of the following: the body may come into contact with the upper movable body 80, or the finger may be pinched by the movement of the upper movable body 80. Executing the action precursor effect can also be considered as a warning that the upper movable body 80 will move. Furthermore, the action precursor effect does not have to be executed before the upper movable body 80 starts moving. Alternatively, the action precursor effect may be configured to start execution as the upper movable body 80 starts moving.

[0275] The system may be configured such that when a specific condition is met in relation to the first special game, a warning will not be issued even if a predetermined time has elapsed. Alternatively, when a specific condition is met in relation to the second special game, a warning may be issued after a predetermined time has elapsed. For example, when a specific condition is met in relation to both the first special game and the second special game, a warning may be issued after a predetermined time has elapsed.

[0276] When the execution of the second special game is started in a situation where neither the first special game nor the second special game is being executed, the warning may be disabled when the execution of the second special game is started. When the execution of the first special game is started in a situation where neither the first special game nor the second special game is being executed, the warning may be enabled during the execution of the first special game.

[0277] The specific condition may be changed. The specific condition may be established when the execution of a special game is not suspended after the end of the special game. The specific condition may also be established when the execution of the special game is not suspended at a predetermined timing after the end of the special game. For example, the specific condition related to the first special game may be established when a predetermined effect (e.g., a super reach effect) is executed during the execution of the first special game. Similarly, the specific condition related to the second special game may be established when a predetermined effect is executed during the execution of the second special game.

[0278] The longest variation time among the variation times for the first special game may be shorter than the longest variation time among the variation times for the second special game. Also, the longest variation time among the variation times for the first special game may be the same as the longest variation time among the variation times for the second special game.

[0279] The gaming machine 10 in the above embodiment may be a gaming machine capable of issuing warnings other than warnings about addiction. For example, in addition to warnings about addiction, the gaming machine may be a gaming machine capable of issuing a warning about people under the age of 18 playing games. For example, in addition to warnings about addiction, the gaming machine may be a gaming machine capable of issuing a warning about leaving children unattended in cars. A gaming machine capable of issuing a warning about addiction may be configured to issue the warnings described above in the situations where warnings about addiction are issued in the above embodiment. For example, in the above embodiment, the warnings described above may be issued instead of some or all of the first to fifth warnings. For example, in the above embodiment, the warnings described above may be issued in addition to some or all of the first to fifth warnings. For example, in the standby state, the gaming machine may be configured to issue a warning about leaving children unattended in cars and a warning about addiction.

[0280] It may be configured to execute some of the first to fifth warnings while not executing the rest. For example, it may be configured to allow the first to third warnings of the first to fifth warnings to be executed while not executing the fourth and fifth warnings. For example, it may be configured to allow the first and second warnings of the first to fifth warnings to be executed while not executing the third to fifth warnings.

[0281] When a warning alert is initiated when a jackpot game is awarded, the warning may be terminated when the jackpot game ends. Furthermore, the warning alert may not be executed when a jackpot game is awarded. For example, the warning alert may not be executed when some of multiple types of jackpot games are awarded. For example, when a first jackpot game and a second jackpot game are awarded, the warning alert may be executed when the first jackpot game or the second jackpot game is awarded. On the other hand, when a third jackpot game and a fourth jackpot game are awarded, the warning alert may not be executed when the third jackpot game or the fourth jackpot game is awarded. Furthermore, when a warning alert is initiated when a normal jackpot game is awarded, the warning alert may be terminated when the normal jackpot game ends. In addition, when a normal win game is awarded, the system may be configured so that the execution of a warning call is not triggered by the awarding of the normal win game. For example, when both a jackpot game and a normal win game are awarded, the warning call may be executable. On the other hand, for example, when only the normal win game is awarded out of the jackpot game and the normal win game, the system may be configured so that the warning call is not executed.

[0282] The effect display device 25 may be capable of notifying that the execution of a special game is on hold. For example, when the execution of a special game is on hold, the effect display device 25 may be capable of notifying the number of special games on hold. For example, the effect display device 25 may be configured to notify the number of special games on hold by displaying a hold image. For example, the effect display device 25 may be capable of notifying that the execution of the first special game of the first special game and the second special game is on hold, but may not be capable of notifying that the execution of the second special game of the first special game and the second special game is on hold. Conversely, the effect display device 25 may be capable of notifying that the execution of the second special game of the first special game and the second special game is on hold, but may not be capable of notifying that the execution of the first special game of the first special game and the second special game is on hold. For example, the type of special game on which the effect display device 25 notifies that its execution is on hold may vary depending on the game status.

[0283] The effect display device 25 may be configured to execute a normal support game in conjunction with the normal game. For example, the normal support game may be started when the normal game starts and ended when the normal game ends. In the normal support game, a normal support symbol corresponding to a normal symbol displayed as a fixed stop in the normal game may be displayed as a fixed stop. When a normal winning symbol is displayed as a fixed stop in the normal game, a normal winning normal support symbol may be displayed as a fixed stop in the normal support game. On the other hand, when a normal losing symbol is displayed as a fixed stop in the normal game, a losing normal support symbol may be displayed as a fixed stop in the normal support game. In this way, the effect display device 25 may execute a normal support game in conjunction with the execution of a normal game. Furthermore, the effect display device 25 may be capable of notifying that the execution of a normal game is suspended. For example, when the execution of a normal game is suspended, the effect display device 25 may be capable of notifying the number of normal games whose execution is suspended. In this specification, both the possibility of notifying that the execution of a special game is on hold and the possibility of notifying that the execution of a normal game is on hold have been exemplified, but of course, only one of these may be adopted.

[0284] The probability of winning the jackpot lottery in either the first jackpot lottery or the second jackpot lottery may be configured to be the same whether the state is non-probability variable or probability variable. For example, the probability of winning the second jackpot lottery may be "1 / 350" whether the state is non-probability variable or probability variable. For example, the probability of winning the jackpot in the first jackpot lottery may be different depending on whether the state is non-probability variable or probability variable. In contrast, the probability of winning the jackpot in the second jackpot lottery may be the same whether the state is non-probability variable or probability variable.

[0285] In the first embodiment, the probability of determining a first jackpot when a jackpot is won in the first jackpot lottery may be different from the probability of determining a third jackpot when a jackpot is won in the second jackpot lottery. In the first embodiment, the probability of determining a first jackpot when a jackpot is won in the first jackpot lottery may be the same as the probability of determining a third jackpot when a jackpot is won in the second jackpot lottery. Similarly, in the second embodiment, the probability of determining a first jackpot when a jackpot is won in the second jackpot lottery may be different from the probability of determining a third jackpot when a jackpot is won in the first jackpot lottery. In the second embodiment, the probability of determining a first jackpot when a jackpot is won in the second jackpot lottery may be the same as the probability of determining a third jackpot when a jackpot is won in the first jackpot lottery.

[0286] Even if a jackpot is not won, the high base state may be triggered by the number of special games played during a specified special period reaching a predetermined number of times. The number of special games played during the special period may be, for example, the number of special games played without a jackpot being awarded after the non-variable state was entered, or the number of special games played after a jackpot has ended without a subsequent jackpot being awarded. For example, if the high base state is triggered by the number of special games played during the special period reaching the special number, the high base state may be configured to be maintained until a predetermined maximum number of special games are played, or until a jackpot is awarded before the maximum number of special games are played. However, if the high base state ends without a jackpot being awarded during the maximum number of special games played, the number of special games played may not be triggered by the number of special games played until a jackpot is awarded.

[0287] The special symbols that can be displayed as fixed stops when a player does not win the jackpot lottery may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a chance symbol). If a chance symbol is displayed as fixed stops in a special game during a low base state, the display of the chance symbol may be used as a trigger to control the game to a high base state. The special symbols that can be displayed as fixed stops when a player does not win the jackpot lottery do not necessarily have to include a losing symbol, and may consist of only chance symbols. The type of chance symbol may be one type or multiple types.

[0288] Gaming machines that can be controlled to a high probability state include those that maintain the high probability state until the next jackpot is awarded, those that maintain the high probability state until a jackpot lottery is won (a falling machine), and those that maintain the high probability state until a predetermined number of special games are completed (a ST machine). Gaming machines that can be controlled to a high probability state also include those that maintain the high probability state when a game ball passes through a specific area (a V high probability machine). The gaming machine of the above embodiment may be embodied as a gaming machine with any of these specifications. The gaming machine may also be a gaming machine with a specification that combines the above-mentioned falling machine and a V high probability machine. A V high probability machine may have a specification that includes a single large prize slot to trigger a specific round of play. A V high probability machine may have a specification that includes multiple large prize slots, including a large prize slot (V prize slot) that opens in a specific round of play and large prize slots that open in rounds other than the specific round of play, to trigger a specific round of play. The gaming machine of the above embodiment may be embodied as a V-type probability variable machine of any of these specifications. Also, for example, the expectation of the game ball entering a specific area may be varied depending on the type of jackpot game.

[0289] The above embodiment may be applied to a gaming machine that performs a small jackpot lottery in addition to a big jackpot lottery. Generally, if a small jackpot is won in the small jackpot lottery, a small jackpot symbol is displayed as a fixed stop in a special game, and a small jackpot game is awarded after the special game ends. The small jackpot symbol is one of the results derived in a special game when a big jackpot is not won. The small jackpot lottery may be configured to be held either when a gaming ball enters the first starting hole 26 or when a gaming ball enters the second starting hole 27. The small jackpot lottery may be configured to be held only when a gaming ball enters the first starting hole 26 or when a gaming ball enters the second starting hole 27. The gaming machine of the above embodiment may be embodied as a gaming machine that can be controlled to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state that is a non-probability variable state and a low base state. In a gaming machine that can conduct a small win lottery in addition to a jackpot lottery, both the jackpot lottery and the small win lottery can be considered as winning lotteries, and both the jackpot game and the small win game can be considered as winning games, respectively. In this case, the small win symbol can be considered as a type of winning result. Furthermore, in a gaming machine that can conduct a small win lottery in addition to a jackpot lottery, only the jackpot lottery out of the jackpot lottery and the small win lottery can be considered as winning lottery, and only the jackpot game out of the jackpot game and the small win game can be considered as winning game, respectively. Regardless of whether a small win lottery is held in addition to a big win lottery, the normal win lottery may be regarded as a winning lottery. In this case, the normal win game may be regarded as a winning game. In this case, the normal win symbol may be regarded as one type of winning result. Similarly, the normal loss symbol may be regarded as one type of loss result. In a gaming machine that holds a small win lottery, there may be multiple types of small win symbols. The large prize slot that opens in a big win game and the large prize slot that opens in a small win game may be the same or different.

[0290] During the execution of the first special game, if the second special game results in a small win and a small win symbol is displayed as a fixed stop on the second special symbol display section 22b, the first special game being executed may be forced to end, and a losing symbol is displayed as a fixed stop on the first special symbol display section 22a. Also, in the case where the first special game is configured to result in a small win, during the execution of the second special game, if the first special game results in a small win and a small win symbol is displayed as a fixed stop on the first special symbol display section 22a, the second special game being executed may be forced to end, and a losing symbol is displayed as a fixed stop on the second special symbol display section 22b.

[0291] For example, if a big win symbol is displayed as a fixed win symbol in one of the first and second special games while the other special game is being played, the one special game may be paused, and the paused special game may be resumed after the big win game is completed. Similarly, if a small win symbol is displayed as a fixed win symbol in the other special game while the other special game is being played, the one special game may be paused, and the paused special game may be resumed after the small win game is completed.

[0292] If a losing symbol is displayed as a fixed symbol in one of the first and second special games while the other special game is being executed, the losing symbol may be displayed as a fixed symbol in the first special game, and the one special game may be ended.In addition, if...

Claims

[Claim 1] In a gaming machine configured to be able to launch a gaming ball into a gaming area, a first variation game execution means capable of executing a first variation game; a second variation game execution means capable of executing a second variation game; a state control means capable of controlling a state; and an attention-calling means capable of issuing an attention-call; The first variable game can be executed in response to a ball entering a ball entrance provided in a first game area corresponding to a left area of ​​the game area, The second variable game can be executed in response to a ball entering a ball entrance provided in a second game area corresponding to the right area of ​​the game area, The states that can be controlled by the state control means include a first state in which it is recommended to launch the game ball into the first game area of ​​the game area, and a second state in which it is recommended to launch the game ball into the second game area of ​​the game area, the warning means is capable of issuing a warning regarding addiction; When a warning about addiction is being executed by the warning means after switching from the second state to the first state, the execution of the first variable game may be terminated by the warning means.

Citation Information

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