gaming machines

The gaming machine addresses the issue of shaking effects affecting other events by incorporating a swinging transparent part and variable games with distinct symbol states, enhancing player engagement through dynamic outcomes.

JP7822086B2Active Publication Date: 2026-03-02NEWGIN KK
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Patent Information

Application Number
JP2025064803
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-04-10
Publication Date
2026-03-02
Estimated Expiration
2043-06-29

AI Technical Summary

Technical Problem

The execution of shaking effects in gaming machines can inadvertently affect other events, reducing player interest.

Method used

A gaming machine with a transparent part that swings and executes variable games, featuring a swinging mechanism, opening/closing member, and performance control means, allowing different displacement amounts and states for symbols, including a warning effect to enhance player engagement.

Benefits of technology

Prevents a decrease in player interest by providing dynamic game outcomes and engaging effects.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To prevent a player's interest from decreasing.SOLUTION: While a swing performance is executed, a transparent part 12 can be displaced in the vertical direction between a first transparent part position TIa and a second transparent part position TIb. Incidentally, in a temporary stop state, performance symbols of all the symbol rows are displayed in a manner in which they are displaced in the vertical direction between a first symbol position and a second symbol position.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

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

[0002] Conventionally, some pachinko gaming machines, which are an example of gaming machines, are equipped with a swinging means that allows swinging (for example, Patent Document 1). In the pachinko gaming machine equipped with the swinging means, swinging of the swinging means makes it possible to execute swinging effects. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-028484 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in a gaming machine that is configured to be able to execute a shaking effect, there is a risk that the execution of the shaking effect may affect events other than the shaking effect, thereby reducing the player's interest. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is capable of executing a variable game using symbols in multiple rows, and is configured so that the variable game can be viewed through a transparent part, and is equipped with a body member having a game execution means capable of executing a variable game, an opening / closing member that is provided on the front side of the body member and can be opened and closed relative to the body member, a swinging means that can swing, and a performance control means that can execute control related to the execution of a performance, the opening / closing member is provided with the transparent part and the swinging means, the performance includes a swinging performance that can be executed by swinging the swinging means, the transparent part can swing as the swinging performance is executed, and the states related to the symbols in the multiple rows in the variable game include a variable state in which the symbols in at least some of the rows change, a special stop state in which the symbols in all the rows swing, and a special stop state in which the symbols in all the rows It is stationary without fluctuation or oscillation. There are specific stopping states and, in a variable game, The specific stop state is reached The result of the variable game is derived by this, and when the special stop state is in effect, the symbols in the entire row may repeat the displacement of the first displacement amount, and when the swinging performance is being executed, the transparent part may repeat the displacement of the second displacement amount, The first displacement amount and the second displacement amount are different displacement amounts, and the swing performance can be executed in at least one state of the special stop state and the specific stop state, The gist of the invention is that a winning game can be executed depending on the result of a variable game, the effects include a warning effect regarding addiction, the warning effect can be executed during at least a part of the winning game, and when a predetermined number of variable games have been executed, the probability of the oscillation effect being executed when the warning effect is not being executed is higher than the probability of the oscillation effect being executed when the warning effect is being executed. [Effects of the Invention]

[0006] According to the present invention, it is possible to prevent a decrease in the player's interest. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view schematically showing a pachinko gaming machine. [Figure 2] FIG. 2 is a perspective view schematically showing a pachinko gaming machine with its front frame open. [Figure 3] FIG. 3 is a front view schematically showing the game board. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 5] FIG. 5 is an explanatory diagram for explaining an example of a fluctuation pattern. [Figure 6] 6(a) to 6(g) are schematic diagrams showing examples of displays on the effect display device when an effect game is executed. [Figure 7] FIG. 7 is a schematic diagram showing an example of the display of the effect display device when the effect symbol is temporarily stopped and displayed. [Figure 8] 8(a) to 8(c) are timing charts showing an example of the transition of the state of the effect symbols in the effect game. [Figure 9] FIG. 9 is a schematic diagram showing an example of displacement of the transparent portion when a swing effect is executed. [Figure 10] Figures 10(a) and 10(b) are schematic diagrams showing an example of the displacement of a movable body when a movable body performance is executed and the display of the performance display device when an effect performance is executed. [Figure 11] FIG. 11 is an explanatory diagram for explaining an example of the probability of executing a swing effect. [Figure 12] FIG. 12 is an explanatory diagram for explaining an example of the probability of executing the movable object effect. [Figure 13] Figure 13 is an explanatory diagram for explaining an example of the display mode of the performance pattern in the variable state, temporary stop state, fixed stop state, and interval period, the swinging mode of the transparent part, the execution probability of the swinging performance, the execution probability of the movable body performance, and the execution probability of the effect performance. DETAILED DESCRIPTION OF THE INVENTION

[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIGS. 1 and 2, a pachinko gaming machine 10 (hereinafter referred to as gaming machine 10), which is an example of a gaming machine, includes a frame body 11. The frame body 11 is configured to include an outer frame 11a, a middle frame 11b, and a front frame 11c. The outer frame 11a is fixed to an island facility of an amusement parlor or the like. The middle frame 11b is supported so as to be openable and closable relative to the outer frame 11a. The middle frame 11b holds a gaming board YB. The front frame 11c is supported so as to be openable and closable relative to the middle frame 11b. The front frame 11c has a transparent portion 12 that covers the playing area YBa of the gaming board YB, and a support portion 20 that supports the transparent portion 12. The transparent portion 12 is supported so as to be displaceable in the vertical direction. In this embodiment, the transparent portion 12 is glass. However, the transparent portion 12 may be an acrylic plate. The transparent portion 12 is preferably a highly transparent member that allows the play area YBa to be viewed through the transparent portion 12. Although only a portion of the transparent portion 12 is shown in Fig. 1, it actually covers the entire opening 21 of the front frame 11c. The front frame 11c corresponds to a first frame body in which the transparent portion 12 is provided.

[0009] The gaming machine 10 is equipped with a launching handle HD. The gaming machine 10 is configured so that gaming balls as gaming media can be launched by operating the launching handle HD. The launching handle HD is provided on the front frame 11c. In this embodiment, the launching handle HD corresponds to an operating means that can be operated by a player.

[0010] The gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA is capable of performing light-emitting effects by turning on, flashing, and extinguishing a built-in light-emitting element. The decorative lamp LA is capable of performing light-emitting notifications by turning on, flashing, and extinguishing a built-in light-emitting element. The decorative lamp LA is provided on the front frame 11c. The gaming machine 10 is equipped with a speaker SP. The speaker SP is capable of performing audio effects by outputting a predetermined sound. The speaker SP is capable of performing audio notifications by outputting a predetermined sound. For example, the predetermined sound may be music, sound effects, or the voice of a person reading a predetermined string of characters. The speaker SP is provided on the front frame 11c.

[0011] The gaming machine 10 is equipped with an effect display device EH. The effect display device EH has an image display unit GH capable of displaying an image. For example, the image display unit GH is an LCD panel, an organic EL panel, or the like. The effect display device EH is capable of executing a display effect that displays a predetermined image. The effect display device EH is capable of executing a display notification that displays a predetermined image. For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a string of characters, a number, or a symbol. In this embodiment, the effect display device EH corresponds to notification means that can execute a predetermined notification. The effect display device EH is assembled to the gaming board YB so that the image display unit GH is visible through the transparent portion 12. In other words, the effect display device EH is provided in the middle frame 11b. In this embodiment, the middle frame 11b corresponds to a second frame body in which the effect display device EH is provided.

[0012] The gaming machine 10 includes a swinging device 14. The swinging device 14 is provided on the front frame 11c. The swinging device 14 is configured to be able to generate swings by swinging itself. In this embodiment, the swinging device 14 is an eccentric motor. The swinging device 14 includes a weight whose center of gravity is offset and a DC motor. The DC motor has a different rotation speed depending on the input voltage. The number of swings (number of swings) of the swinging device 14 varies depending on the rotation speed of the DC motor. The number of swings of the swinging device 14 increases as the rotation speed of the DC motor increases. The swing amplitude of the swinging device 14 varies depending on the mass and eccentricity (degree of eccentricity) of the weight. The greater the mass of the weight, the greater the swing amplitude of the swinging device 14. The greater the eccentricity, the greater the swing amplitude of the swinging device 14. The swing range of the swing device 14 can be understood as the amount of displacement that the swing device 14 can displace.

[0013] The gaming machine 10 is configured to be able to perform a swinging effect by swinging the swinging device 14. The swinging device 14 is provided below the transparent portion 12. The swinging device 14 is provided in a position close to the lower end of the support portion 20. The swinging device 14 is able to impart the generated swing to the transparent portion 12 via the support portion 20. In other words, the transparent portion 12 swings as the swinging device 14 swings. The gaming machine 10 is configured to be able to perform a swinging effect in which the transparent portion 12 swings as the swinging device 14 swings. In this embodiment, the swinging device 14 corresponds to a swingable swinging means.

[0014] Here, the rocking device 14 is provided below the transparent section 12 and the effect display device EH. The rocking device 14 is provided at a position closer to the transparent section 12 than the effect display device EH. Specifically, the up-down (vertical) distance from the upper end of the rocking device 14 to the lower end of the transparent section 12 is shorter than the up-down distance from the upper end of the rocking device 14 to the lower end of the effect display device EH. The rocking device 14 is provided closer to the player (front) than the effect display device EH. The rocking device 14 is provided directly or almost directly below the transparent section 12. Therefore, the distance in the front-to-rear direction (hereinafter referred to as the depth direction), which is perpendicular to the up-down direction, from the rocking device 14 to the transparent section 12 is shorter than the depth distance from the rocking device 14 to the effect display device EH. Therefore, the distance from the rocking device 14 to the effect display device EH is longer than the distance from the rocking device 14 to the transparent section 12.

[0015] As shown in FIG. 3, the gaming machine 10 includes a first special symbol display unit 13a and a second special symbol display unit 13b as display units capable of displaying a special symbol variable game (hereinafter referred to as a special game). In the special game, special symbols are displayed variably, and finally, the special symbols are displayed as fixed and stopped. The special symbols are symbols for announcing the result of a winning lottery as a result of the special game. The special games include a first special game and a second special game. The first special symbol display unit 13a displays a first special game in which a first special symbol, which is an example of a special symbol, is finally displayed as fixed and stopped. The second special symbol display unit 13b displays a second special game in which a second special symbol, which is an example of a special symbol, is finally displayed as fixed and stopped. In this specification, the term "variable display" in relation to symbols means that the type of symbol changes and is displayed over time. In this specification, the term "fixed and stopped display" in relation to symbols means that the type of symbol does not change over time and the symbol is definitely displayed as fixed and stopped. The second special game is executed with priority over the first special game, and the first special game and the second special game are not executed in parallel at the same time.

[0016] The special symbols include jackpot symbols and loss symbols. In the gaming machine 10, if a jackpot is won in the winning lottery, the jackpot symbol is displayed as a fixed stop in the special game, and after the special game ends, the jackpot game is triggered (awarded). In the gaming machine 10, if a jackpot is not won in the winning lottery, the loss symbol is displayed as a fixed stop in the special game.

[0017] The gaming machine 10 is equipped with a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met (hereinafter referred to as the first special hold number). The gaming machine 10 is equipped with a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met (hereinafter referred to as the second special hold number). In this embodiment, the upper limit numbers for the first special hold number and the second special hold number are each 4.

[0018] The gaming machine 10 is equipped with a normal symbol display unit 13e. The normal symbol display unit 13e displays a normal game. In the normal game, normal symbols are displayed variably, and finally, the normal symbol is displayed as a fixed, stopped symbol. The normal symbol is a symbol for notifying the result of the normal lottery as a result of the normal game. The normal symbols include a normal winning symbol and a normal losing symbol. In the gaming machine 10, when a normal winning is won in the normal lottery, a normal winning symbol is displayed as a fixed, stopped symbol in the normal game, and after the normal game ends, a normal winning game is initiated (awarded). In the gaming machine 10, when a normal winning is not won in the normal lottery, a normal losing symbol is displayed as a fixed, stopped symbol in the normal game. The gaming machine 10 is equipped with a normal hold display unit 13f. The normal hold display unit 13f displays information that can identify the number of normal games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number). In this embodiment, the upper limit of the number of normal reservations is four.

[0019] A game area YBa, in which game balls, which are an example of game media, flow down, is formed on the front side of the game board YB provided in the gaming machine 10. An opening window YBb is formed in the game board YB approximately in the center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.

[0020] The gaming machine 10 has a first start opening 15. The gaming machine 10 has a first start sensor SE1 that detects a gaming ball that has entered the first start opening 15 (shown in FIG. 4). In the gaming machine 10, when a gaming ball is detected by the first start sensor SE1, a hold condition for a first special game may be established, and a payout condition for a predetermined number of prize balls is also established. The first start opening 15 is always open so that gaming balls can be entered.

[0021] The gaming machine 10 is equipped with a second start hole 16. The gaming machine 10 is also equipped with a second start sensor SE2 that detects a gaming ball that has entered the second start hole 16 (shown in FIG. 4). In the gaming machine 10, when a gaming ball is detected by the second start sensor SE2, the reservation conditions for the second special game may be established, and the conditions for paying out a predetermined number of prize balls are also established. The gaming machine 10 is equipped with a normal variable member 17 that can be operated between a first state in which the gaming ball can enter the second start hole 16 and a second state in which the gaming ball cannot enter the second start hole 16. The gaming machine 10 is equipped with a normal solenoid SL1 (shown in FIG. 4) as means for operating the normal variable member 17. The normal variable member 17 is operated to the first state during a normal winning game.

[0022] The gaming machine 10 is equipped with a large prize opening 18. The gaming machine 10 is equipped with a special prize sensor SE3 (shown in FIG. 4) that detects a gaming ball that has entered the large prize opening 18. In the gaming machine 10, when a gaming ball is detected by the special prize sensor SE3, a condition for the payout of a predetermined number of prize balls is met. The gaming machine 10 is equipped with a special variable member 19 that can be operated between a first state in which a gaming ball can enter the large prize opening 18 and a second state in which a gaming ball cannot enter the large prize opening 18. The gaming machine 10 is equipped with a special solenoid SL2 (shown in FIG. 4) as means for operating the special variable member 19. The special variable member 19 is operated to the first state during a jackpot game.

[0023] The gaming machine 10 is equipped with a gate 25. The gaming machine 10 is equipped with a normal start sensor SE4 (shown in FIG. 4) that detects a gaming ball that has entered the gate 25. When a gaming ball is detected by the normal start sensor SE4, the gaming machine 10 may establish a reserve condition for the normal game, but the payout condition for prize balls is not established.

[0024] The gaming machine 10 has an outlet 27. The outlet 27 is formed at the lower end of the gaming area YBa. Of the gaming balls shot into the gaming area YBa, those that do not enter the first start hole 15, the second start hole 16, or the big prize hole 18 are discharged from the machine through the outlet 27.

[0025] The gaming machine 10 can adjust the launch strength of the gaming ball according to the amount of operation (rotation amount) of the launch handle HD. In the gaming machine 10, the gaming ball can be hit so that it flows down either the left area of ​​the center frame W or the right area of ​​the center frame W. A first start opening 15 is arranged in the flow path R1 of the gaming ball in the left area. In the gaming machine 10, the gaming ball can be launched so that it flows down the left area of ​​the gaming area YBa, causing the ball to enter the first start opening 15. In the following description, a "left shot" refers to a launch of a gaming ball with a launch strength that causes the gaming ball to flow down the left area. A second start opening 16, a large prize opening 18, and a gate 25 are arranged in the flow path R2 of the gaming ball in the right area. In the gaming machine 10, by firing a gaming ball so that it flows down the right-hand area of ​​the gaming area YBa, it is possible to make the ball enter the second starting opening 16, the big prize opening 18, and the gate 25. In the following explanation, firing a gaming ball with a firing intensity that causes the gaming ball to flow down the right-hand area is referred to as a "right hit."

[0026] The gaming machine 10 includes a movable body EY. In this embodiment, the movable body EY is shaped like a full moon. However, the movable body EY may also be shaped like a letter or a character. The movable body EY is provided on a gaming board YB. The movable body EY is provided forward of the effect display device EH. The movable body EY includes a stepping motor SM (shown in FIG. 4) as a means for displacing the movable body EY. The movable body EY is configured to be displaceable between an original position GI and an effect position EI. In FIG. 3, the movable body EY when located at the original position GI is indicated by a solid line, and the movable body EY when located at the effect position EI is indicated by a two-dot chain line. The effect position EI is a position that protrudes closer to the center of the image display unit GH in a front view than the original position GI. Furthermore, the effect position EI is a position where the movable body EY overlaps with a larger area of ​​the image display unit GH (image display area) when viewed from the player than the original position GI. Therefore, when the movable body EY is located at the performance position EI, the image display section GH (image display area) is more difficult to see than when the movable body EY is located at the original position GI. In this embodiment, the original position GI corresponds to the first position. The performance position EI corresponds to the second position. The gaming machine 10 is configured to be able to execute a movable body performance in which the movable body EY is displaced. In this embodiment, the movable body EY corresponds to the movable part.

[0027] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a high probability, and a ball entry assistance function that assists the game ball in entering the second starting hole 16. The gaming state of the gaming machine 10 is configured by combining the operating states (operation and non-operation) of these functions.

[0028] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The gaming machine 10 has multiple probability states with different jackpot probabilities. The multiple probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability variable function is activated, the probability state transitions from the low probability state to the high probability state, increasing the chance of winning a jackpot in the winning lottery. For this reason, the high probability state is more advantageous to the player than the low probability state.

[0029] The goal-going assistance function will now be explained. The ball entry assistance function is a function that assists balls in entering the second starting hole 16, and is a so-called "electric support function." The gaming machine 10 has multiple ball entry states, which are states in which the rate at which game balls enter the second starting hole 16 varies. The multiple ball entry states include a non-time-saving state and a time-saving state in which the rate at which game balls enter the second starting hole 16 per unit time is higher than in the non-time-saving state. The time-saving state is a so-called "electric support state" or "high base state." The non-time-saving state is a so-called "non-electric support state" or "low base state." The rate at which game balls enter the first starting hole 15 per unit time is the same in the time-saving state and the non-time-saving state. In the time-saving state, the rate at which game balls enter the second starting hole 16 per unit time is improved, making it easier for game balls to enter the second starting hole 16 than the first starting hole 15. For this reason, in the time-saving state, it is recommended to hit the ball to the right so that the game ball is more likely to enter the second starting hole 16. On the other hand, in the non-time-saving state, the rate at which game balls enter the second starting hole 16 per unit time is lower than in the time-saving state, making it more difficult for game balls to enter the second starting hole 16 than the first starting hole 15, so it is recommended to hit the ball to the left. In the gaming machine 10, when the ball entry assistance function is activated, the ball entry state transitions from the non-time-saving state to the time-saving state. In the time-saving state, the rate at which game balls enter the second starting hole 16 per unit time is improved, making it easier to fulfill the reservation conditions for the second special game and the payout conditions for prize balls that accompany a ball entering the second starting hole 16 than in the non-time-saving state. For this reason, the time-saving state is more advantageous to the player than the non-time-saving state.

[0030] For example, the time-saving state can be realized by executing any one of the three controls described below, or by combining and executing a plurality of controls. The first control is a control for shortening the variation time of the normal game compared to when it is not in the time-saving state. The second control is a control for varying the normal winning probability in the normal lottery to a higher probability than when it is not in the time-saving state. The third control is a control for making the time during which the normal variable member 17 is in the first state longer in one normal winning game than when it is not in the time-saving state. Note that as the third control, it is preferable to perform at least one of a control for increasing the number of times the normal variable member 17 operates to the first state in one normal winning game compared to when it is not in the time-saving state, and a control for making the time from when the normal variable member 17 operates to the first state until it operates to the second state longer in the normal winning game than when it is not in the time-saving state.

[0031] The time-saving state may also be realized by combining the fourth control described below. The fourth control is a control for shortening the variation time (average variation time) of the special game compared to when it is not in the time-saving state. As a result, in the time-saving state, the average variation time of the special game becomes shorter compared to the non-time-saving state. The average variation time of the special game can be obtained by dividing the integrated time of the variation time in the special game per unit number by the unit number assuming that the special game of the unit number is executed. In the time-saving state, the number of times of the special game that can be substantially executed per unit time increases compared to when it is in the non-time-saving state. That is, the digestion efficiency of the hold of the special game is improved.

[0032] The jackpot will be described. The gaming machine 10 includes a plurality of types of jackpot symbols as the special symbol jackpot symbols. The type of the jackpot symbol is also the type of the jackpot. The jackpot symbols are classified into one or a plurality of types. In the present embodiment, they are classified into two types: the normal symbol and the specific symbol. In the gaming machine 10, a jackpot game corresponding to the type of the jackpot symbol (type of the jackpot) is assigned.

[0033] In a jackpot game, an opening effect is first performed over a predetermined opening time, which indicates the start of the jackpot game. After the opening time has elapsed, a round game in which the jackpot entry port 18 is opened is performed up to a predetermined maximum number of times. A round game ends when a predetermined maximum number of game balls enter the jackpot entry port 18 or when a predetermined maximum time has elapsed. In the round game, the jackpot entry port 18 is opened in a predetermined opening pattern. In a jackpot game, game balls can be acquired by entering the jackpot entry port 18. For this reason, in a jackpot game, it is recommended to hit the ball to the right to facilitate the entry of game balls into the jackpot entry port 18. A jackpot game is particularly advantageous for a player because it allows the player to increase the number of game balls they own. In this embodiment, the occurrence (awarding) of a jackpot game corresponds to control to an advantageous state. A round effect is performed in each round game. In the jackpot game, when the final round of play ends, an ending presentation that allows the end of the jackpot game to be identified is performed for a predetermined ending time. The jackpot game ends as the ending time elapses.

[0034] The following describes the display effects that can be performed by the effect display device EH. The effect display device EH displays an effect game as one of the display effects. In the effect game, multiple columns of effect symbols are displayed in a variable manner, and finally, a combination of effect symbols (hereinafter referred to as a symbol combination) is displayed as a fixed, stopped combination. In this embodiment, the effect game corresponds to a variable game. The effect symbols are also called "decorative symbols" or "ornamental symbols." In this embodiment, the effect game is performed by displaying (scrolling) the effect symbols of the left symbol column HZ, the middle symbol column NZ, and the right symbol column MZ in a variable manner in a predetermined direction (downward in this embodiment). In this embodiment, there are nine types of effect symbols, from "1" to "9." In this embodiment, the effect game is performed by scrolling the display as follows: "1" → "2" → "3" → ... "8" → "9" → "1" → ... In this embodiment, the effect symbols correspond to predetermined symbols.

[0035] The effect game starts and ends with the special game. In the effect game, multiple columns of effect symbols are displayed as a fixed stop as a result of the effect game. In the effect game, a symbol combination corresponding to the special symbols displayed as a fixed stop in the special game is displayed as a fixed stop. The fixed stop display of a symbol combination in the effect game corresponds to the derivation of the result of the effect game. When a jackpot symbol is displayed as a fixed stop in the special game, the jackpot symbol combination is displayed as a fixed stop in the effect game. Therefore, when a jackpot symbol combination is displayed as a fixed stop as a result of the effect game, it is possible to determine that a jackpot game will be awarded. A jackpot symbol combination is a symbol combination in which the effect symbols in all symbol columns are the same, such as "777." In this embodiment, the fixed stop display of a jackpot symbol combination as a result of the effect game corresponds to the derivation of a special result as a result of the effect game. When a losing symbol is displayed as a fixed stop in the special game, the losing symbol combination is displayed as a fixed stop in the effect game. A losing symbol combination is a symbol combination in which the performance symbols of at least some symbol rows are different from the performance symbols of other symbol rows, such as "738" or "787".

[0036] In a presentation game, when a reach is formed, a reach effect is executed. A reach is a state in which the same effect symbol is temporarily displayed in a plurality of specific symbol columns, and the effect symbol continues to be displayed variably in other symbol columns. In this specification, a "temporary stop display" with respect to a symbol means that the symbol is not displayed variably, but is displayed oscillatingly before being displayed as a fixed stop. A "temporary stop display" is also called a "temporary stop display." In this embodiment, the left symbol column HZ and the right symbol column MZ correspond to the specific symbol columns, and the center symbol column NZ corresponds to the other symbol column. Reach effects include a normal reach effect (hereinafter referred to as an NR effect) and a super reach effect (hereinafter referred to as an SR effect) that is performed after the start of an NR effect. An SR effect is executed with content that expands on the content of an NR effect, for example. An SR effect has a higher expectation of a jackpot than an NR effect. The expected probability of a jackpot can be calculated as the ratio of the occurrence rate of a jackpot to the total occurrence rate, which is the sum of the occurrence rates of non-jackpots and jackpots.

[0037] Next, the electrical configuration of the gaming machine 10 will be described. As shown in Fig. 4, the gaming machine 10 includes a main control board 40, a sub-control board 50, and a power supply unit 60. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). The sub-control board 50 controls the execution of presentations based on the various control commands output by the main control board 40.

[0038] First, the main control board 40 will be described. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as a main CPU 42) and a storage unit. The main CPU 42 executes various processes by executing a main control program. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as a main ROM 43) from which information can be read but to which information cannot be written, and an RWM area (hereinafter referred to as a main RWM 44) from which information can be read and to which information can be written.

[0039] The main ROM 43 stores the main control program and judgment values ​​and tables used for various judgments and lotteries. The main ROM 43 stores a jackpot judgment value used to judge whether or not a jackpot has been won in the winning lottery. The main ROM 43 stores a jackpot pattern judgment value used in the jackpot pattern lottery. The jackpot pattern lottery is a lottery that determines the jackpot pattern that will be fixed and displayed when a jackpot has been won in the winning lottery. The main ROM 43 stores a fluctuation pattern judgment value used in the fluctuation pattern lottery. The fluctuation pattern lottery is a lottery that determines the fluctuation pattern.

[0040] The main ROM 43 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that can specify the fluctuation time from when the variable display of the special symbol starts to when the variable display ends. In other words, the fluctuation time is the time during which the variable display of the special symbol is performed in the special game. The fluctuation pattern is information that can specify at least a part of the fluctuation content (effect content) of the effect game performed during the execution of the special game. There are jackpot fluctuation patterns and miss fluctuation patterns. The jackpot fluctuation pattern is a fluctuation pattern that ultimately displays a fixed and stopped jackpot symbol combination. The effect game based on the jackpot fluctuation pattern goes through a reach effect and finally displays a fixed and stopped jackpot symbol combination. The miss fluctuation pattern is a fluctuation pattern that ultimately displays a fixed and stopped losing symbol combination. The effect game based on the miss fluctuation pattern goes through a reach effect or not and finally displays a fixed and stopped losing symbol combination.

[0041] As shown in Fig. 5, the variation patterns include variation patterns HP11 to HP15. Instead of or in addition to the variation patterns HP11 to HP15, there may be variation patterns different from the variation patterns HP11 to HP15. The variation patterns may include variation patterns that can be determined in the non-time-shortening state and variation patterns that can be determined in the time-shortening state. In this case, the variation time of the special game determined in the variation pattern that can be determined in the time-shortening state may be shorter, or often shorter, than the variation time of the special game determined in the variation pattern that can be determined in the non-time-shortening state.

[0042] Fluctuation pattern HP11 is a fluctuation pattern that does not go through a reach effect and finally displays a confirmed and stopped losing symbol combination. Fluctuation pattern HP12 is a fluctuation pattern that goes through an NR effect and finally displays a confirmed and stopped losing symbol combination. Fluctuation pattern HP13 is a fluctuation pattern that goes through an NR effect and an SR effect and finally displays a confirmed and stopped losing symbol combination. Fluctuation pattern HP14 is a fluctuation pattern that goes through an NR effect and finally displays a confirmed and stopped winning symbol combination. Fluctuation pattern HP15 is a fluctuation pattern that goes through an NR effect and an SR effect and finally displays a confirmed and stopped winning symbol combination.

[0043] The main RWM 44 stores various information that is rewritten depending on the results of processing by the main CPU 42. For example, the information stored in the main RWM 44 includes flags, counters, and timers. The microprocessor 41 includes a random number circuit 45 that generates hardware random numbers. The microprocessor 41 may also be capable of generating software random numbers through random number generation processing by the main CPU 42. Note that the main CPU 42, main ROM 43, main RWM 44, and random number circuit 45 do not necessarily have to be configured on a single chip as the microprocessor 41, but may also be configured separately.

[0044] The main control board 40 is connected to the sensors SE1 to SE4. The main CPU 42 is configured to be able to input detection signals output when the sensors SE1 to SE4 detect a gaming ball. The main control board 40 is connected to the display units 13a to 13f. The main CPU 42 is configured to be able to control the display contents of the display units 13a to 13f. The main control board 40 is connected to the solenoids SL1 and SL2. The main CPU 42 is configured to be able to control the operation of the variable members 17 and 19 by controlling the operation of the solenoids SL1 and SL2.

[0045] The sub-control board 50 will now be described. The sub-control board 50 comprises a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 executes a sub-control program to perform various processes related to the effects. The sub-CPU 51 executes processes related to the execution of effects based on control commands input from the main CPU 42. The sub-ROM 52 stores the sub-control program, judgment values ​​used for predetermined lotteries, and the like. The sub-ROM 52 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, audio effect data used for audio effects, swing effect data used for swing effect, and movable body effect data used for movable body effects. The sub-ROM 52 also stores display notification data used for display notifications, light-emitting notification data used for light-emitting notifications, and audio notification data used for audio notifications.

[0046] The sub-RWM 53 stores various information that is rewritten during operation of the gaming machine 10. For example, the information stored in the sub-RWM 53 includes flags, counters, and timers. The sub-control board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-CPU 51. The sub-control board 50 may also be equipped with a random number circuit and be able to generate hardware random numbers.

[0047] The sub-control board 50 is connected to the decorative lamp LA. The sub-CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control board 50 is connected to the speaker SP. The sub-CPU 51 is configured to be able to control the output mode of the speaker SP. The sub-control board 50 is connected to the performance display device EH. The sub-CPU 51 is configured to be able to control the display content of the performance display device EH. The sub-control board 50 is connected to the oscillation device 14. The sub-CPU 51 is configured to be able to control the oscillation mode of the oscillation device 14. The sub-control board 50 is connected to the stepping motor SM. The sub-CPU 51 is configured to be able to control the operation mode of the movable body EY by controlling the stepping motor SM. In this embodiment, the sub-CPU 51 corresponds to a performance control means capable of executing control related to the execution of performances.

[0048] Next, the power supply unit 60 will be described. The power supply unit 60 includes a power switch 60a. The power switch 60a can be switched between an ON state and an OFF state and is configured to maintain the switched state. In this embodiment, when the power switch 60a is switched from an OFF state to an ON state while power is being supplied to the gaming machine 10 from an external power source, power is supplied to each of the control boards 40 and 50. In this embodiment, when the power switch 60a is switched from an ON state to an OFF state while power is being supplied to the gaming machine 10 from an external power source, power to each of the control boards 40 and 50 is cut off. Therefore, to start the gaming machine 10, power supply from the external power source is started while the power switch 60a is left in the ON state, or power supply from the external power source is continued while the power switch 60a is switched from an OFF state to an ON state. In this specification, "power supply is started" means that power is supplied to each control board 40, 50 by operating the power switch 60a, for example, and "power supply is cut off" means that power is not supplied to each control board 40, 50.

[0049] The gaming machine 10 is equipped with a backup function. The backup function is a function that internally stores (backs up) various pieces of information related to the control of the gaming machine 10 even if the power supply from an external power source is interrupted, and restores the state of the gaming machine 10 based on the various pieces of information that have been stored when the power supply is resumed.

[0050] In this embodiment, the main RWM 44 is configured to be able to retain, for a predetermined period of time, various pieces of information stored at the time the power supply is interrupted, even if the power supply is interrupted. The main RWM 44 is configured to be able to retain various pieces of information even after the power supply is interrupted, using power supplied from a backup power supply (e.g., an electric double layer capacitor) mounted on the power supply unit 60. The main RWM 44 may be a non-volatile memory that can retain stored contents even when power is not supplied, so that the main RWM 44 can retain various pieces of information even after the power supply is interrupted.

[0051] In this embodiment, some or all of the information stored in the main RWM 44 is backed up. The various types of information backed up in the main RWM 44 include game information related to the progress of the game. For example, the game information includes information related to special games, information related to jackpot games, information related to the game status, and information related to the payout of prize balls. The information related to special games includes, for example, information that can identify the first and second special reserved numbers, various random number information, information that can identify the lottery results of the winning lottery, information that can identify the fluctuation pattern, and information that can identify the special symbols that are fixed and displayed as stopped in the special game. The information related to jackpot games includes information that can identify the progress of the jackpot game. The information related to the game status includes information that can identify the operating status of the probability variation function and the ball entry assistance function. The information related to the payout of prize balls includes information that can identify the number of prize balls that have not yet been paid out.

[0052] The gaming machine 10 of this embodiment also includes an RWM clear switch (not shown) that can be operated to initialize various pieces of information stored in the main RWM 44. The main CPU 42 is connected to the RWM clear switch via an RWM clear switch circuit. The main CPU 42 is configured to be able to input an operation signal that is output when the RWM clear switch is operated (pressed). If the main CPU 42 receives an operation signal indicating that the RWM clear switch has been operated at the start of power supply, the main CPU 42 executes processing to initialize various pieces of information stored in the main RWM 44 (hereinafter referred to as main initialization processing).

[0053] In this embodiment, the secondary RWM 53 is configured to be able to retain, for a predetermined period of time, various pieces of information stored at the time the power supply is interrupted, even if the power supply is interrupted. The secondary RWM 53 is configured to be able to retain various pieces of information even after the power supply is interrupted, using power supplied from a backup power supply mounted in the power supply unit 60. The secondary RWM 53 may be a non-volatile memory that can retain stored contents even when power is not supplied, so that the secondary RWM 53 can retain various pieces of information even after the power supply is interrupted.

[0054] In this embodiment, some or all of the information stored in the secondary RWM 53 is backed up. The various types of information backed up in the secondary RWM 53 include effect information that can identify the execution status of an effect. For example, the effect information is information that can identify an effect currently being executed. The secondary CPU 51 executes a process (hereinafter referred to as secondary initialization process) to initialize various types of information stored in the secondary RWM 53 based on control information (initialization command, described later) input in conjunction with the execution of the main initialization process. In addition, the gaming machine 10 may be provided with a secondary RWM clear switch that can be operated to initialize various types of information stored in the secondary RWM 53. In this case, the secondary CPU 51 may execute the secondary initialization process when the secondary RWM clear switch is operated to input an operation signal.

[0055] Next, various processes performed by the main CPU 42 of the main control board 40 will be described. First, the process at the start of power supply will be described. In the power-on process, the main CPU 42 disables interrupt processing. Next, the main CPU 42 determines whether the RWM clear switch is turned on based on whether an operation signal is input from the RWM clear switch.

[0056] When the RWM clear switch is operated to the ON state, the main CPU 42 executes a main initialization process for the main RWM 44. In the main initialization process, the main CPU 42 initializes the contents stored in the main RWM 44. That is, the main CPU 42 can execute control to initialize the contents stored in the main RWM 44 when power supply is started. In addition, the main CPU 42 outputs an initialization command to the sub-control board 50 in conjunction with the execution of the main initialization process. Next, the main CPU 42 controls the main RWM 44 to a state in which a special game can be executed. Thereafter, the main CPU 42 ends the main initialization process, sets interrupt processing to enabled, and ends the power-on process.

[0057] On the other hand, if the RWM clear switch is not turned on, the main CPU 42 checks whether a backup abnormality has occurred, that is, whether there is an abnormality in the contents stored in the main RWM 44. If there is a backup abnormality, the main CPU 42 executes the main initialization process in the same way as when the RWM clear switch is turned on.

[0058] On the other hand, if there is no backup abnormality, the main CPU 42 executes main recovery processing. In the main recovery processing, the main CPU 42 outputs a recovery command to the sub-control board 50. The recovery command is information that can identify that power supply has started and that the state at the time the power supply was cut off will be restored. In addition, the main CPU 42 outputs information (commands) that can identify various pieces of information held (backed up) in the main RWM 44 to the sub-control board 50. Next, the main CPU 42 performs control to restore the state at the time the power supply was cut off, based on the various pieces of information held in the main RWM 44. Thereafter, the main CPU 42 ends the main recovery processing, sets interrupt processing to enabled, and ends the power-on processing.

[0059] Next, various processes implemented as interrupt processes performed every predetermined control period (4 ms in this embodiment) will be described. First, the special symbol input process will be described.

[0060] In the special symbol input process, the main CPU 42 determines whether a gaming ball has entered the first start hole 15 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 15, the main CPU 42 determines whether the number of first special reserves stored in the main RWM 44 is less than the upper limit number. If the number of first special reserves is less than the upper limit number, the main CPU 42 adds 1 to the first special reserve number to update it. Next, the main CPU 42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. The main CPU 42 stores a control command (hereinafter referred to as the first reserve command) that can identify the first special reserve number in the output buffer. The control command stored in the output buffer is output to the sub-control board 50 by an information output process executed as an interrupt process. In this way, the reserve condition for the first special game is met when a gaming ball is detected by the first start sensor SE1 when the number of first special reserves is less than the upper limit number.

[0061] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45 and stores random number information based on the acquired random numbers in the main RWM 44. For example, the random numbers may be special winning random numbers used in the winning lottery, jackpot symbol random numbers used to determine the winning symbol, and variation pattern random numbers used to determine the variation pattern. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or it may be information obtained by processing the random number using a predetermined method. By storing the random number information for the first special game in the main RWM 44, the gaming machine 10 can suspend the execution of the first special game until the execution conditions for the first special game are met. In other words, the gaming machine 10 is configured to be able to suspend the execution of the first special game based on the entry of a gaming ball into the first starting hole 15.

[0062] When the random number information for the first special game is stored in the main RWM 44, if a gaming ball has not entered the first start port 15 and if the number of first special reserves is not less than the upper limit number, the main CPU 42 determines whether a gaming ball has entered the second start port 16 based on whether a detection signal has been input from the second start sensor SE2. If a gaming ball has not entered the second start port 16, the main CPU 42 terminates the special pattern input process. If a gaming ball has entered the second start port 16, the main CPU 42 determines whether the number of second special reserves stored in the main RWM 44 is less than the upper limit number. If the number of second special reserves is not less than the upper limit number, the main CPU 42 terminates the special pattern input process. If the number of second special reserves is less than the upper limit number, the main CPU 42 updates the second special reserve number by adding 1. The main CPU 42 controls the second special reserve display unit 13d to display information that can identify the updated second special reserve number. The main CPU 42 stores a control command (hereinafter referred to as a second reservation command) capable of specifying the second special reservation number in the output buffer. In this way, the reservation condition for the second special game is met when the second special reservation number is less than the upper limit number and the game ball is detected by the second start sensor SE2.

[0063] Next, the main CPU 42 acquires a random number generated by the random number circuit 45 and stores random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main RWM 44, the gaming machine 10 can suspend the execution of the second special game until the execution conditions for the second special game are met. In other words, the gaming machine 10 is configured to be able to suspend the execution of the second special game based on the entry of a gaming ball into the second start hole 16. Thereafter, the main CPU 42 ends the special symbol input process.

[0064] Next, the special symbol start process will be described. In the special symbol start processing, the main CPU 42 determines whether or not a special game can be executed. The main CPU 42 makes a positive determination if the current situation is not during a jackpot game, a special game, or an interval period after the end of a special game. On the other hand, the main CPU 42 makes a negative determination if the current situation is during a jackpot game, a special game, or an interval period after the end of a special game. If a special game cannot be executed, the main CPU 42 terminates the special symbol start processing. If a special game can be executed, the main CPU 42 determines whether or not the second special reserve number is 1 or more. If the second special reserve number is not 1 or more, the main CPU 42 determines whether or not the first special reserve number is less than 1. If the first special reserve number is less than 1, the main CPU 42 terminates the special symbol start processing.

[0065] If the first special reserve number is not less than 1, the main CPU 42 performs processing to execute a first special game. Specifically, the main CPU 42 updates the first special reserve number by subtracting 1. The main CPU 42 controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. Then, the main CPU 42 performs a winning lottery. Specifically, the main CPU 42 acquires the random number information for the first special game that was stored first from the main RWM 44. Next, the main CPU 42 performs a winning lottery to determine whether or not a jackpot will be won, using the special winning random number and jackpot determination value identified from the acquired random number information. Note that the main CPU 42 performs a winning lottery with a jackpot probability according to the current probability state (either a high probability state or a low probability state) and determines whether or not a jackpot has been won. The jackpot probability in a high probability state is higher than the jackpot probability in a low probability state.

[0066] If a jackpot is won in the winning lottery, the main CPU 42 performs jackpot game processing. In the jackpot game processing, the main CPU 42 performs a jackpot pattern lottery using a jackpot pattern random number and a jackpot pattern determination value that can be identified from the random number information, and determines the jackpot pattern to be fixed and displayed in the first special game. Then, the main CPU 42 performs a variation pattern lottery using a variation pattern random number and a variation pattern determination value that can be identified from the random number information, and selects a variation pattern from multiple types of variation patterns. In this embodiment, the variation patterns that can be determined when a jackpot is won in the winning lottery are variation pattern HP14 and variation pattern HP15. Thereafter, the main CPU 42 ends the special pattern start processing.

[0067] If a jackpot is not won in the winning lottery, the main CPU 42 performs a losing game process. In the losing game process, the main CPU 42 determines a losing symbol to be displayed as a fixed stop in the first special game. Then, the main CPU 42 performs a variation pattern lottery using a variation pattern random number and a variation pattern determination value that can be identified from the random number information, and selects a variation pattern from a plurality of variation patterns. In this embodiment, the variation patterns that can be determined if a jackpot is not won in the winning lottery are variation patterns HP11 to HP13. Thereafter, the main CPU 42 ends the special symbol start process.

[0068] If the second special reserve number is 1 or more, the main CPU 42 performs processing to execute a second special game. The processing to execute a second special game is the processing to execute the first special game, with "first special game" replaced with "second special game", "first special reserve number" replaced with "second special reserve number", and "first special reserve display section 13c" replaced with "second special reserve display section 13d", so a detailed explanation thereof will be omitted. In other words, the main CPU 42 performs subtraction of the second special reserve number, a winning lottery, and any game processing based on the result of the winning lottery, and then ends the special symbol start processing.

[0069] The main CPU 42 stores a variation start command and a special symbol command in an output buffer during a jackpot game process or a loss game process. The variation start command is a control command that can specify the variation pattern determined in each game process and the start of a special game (effect game). The special symbol command is a control command that can specify the special symbol determined in each game process. The variation start command and the special symbol command are different control commands when the game process for the first special game is executed and when the game process for the second special game is executed.

[0070] When the special symbol start process is completed, the main CPU 42 executes a first special game or a second special game through a process separate from the special symbol start process. Specifically, when the main CPU 42 executes the first special game, it executes the first special game process. In the first special game process, the main CPU 42 controls the first special symbol display unit 13a to start the variable display of the special symbol and starts measuring the variable time. When the variable time set in the variable pattern has elapsed, the main CPU 42 controls the first special symbol display unit 13a to display the special symbol determined in the special symbol start process as a fixed, stationary display. Furthermore, when the variable time set in the variable pattern has elapsed, the main CPU 42 stores in the output buffer a control command (hereinafter referred to as a variable end command) capable of specifying the end of the variable display of the special symbol. The variable end command is also a control command capable of specifying the start of the fixed, stationary display of the special symbol.

[0071] When the main CPU 42 displays the special symbol in a fixed stop state, it starts measuring the fixed stop time of the special symbol. The main CPU 42 controls the first special symbol display unit 13a so that the type of the displayed special symbol does not change until the fixed stop time of the special symbol has elapsed. In other words, the main CPU 42 controls the first special symbol display unit 13a so that the special symbol is displayed in a fixed stop state until the fixed stop time has elapsed. In this embodiment, the fixed stop time is 500 ms. When the fixed stop time has elapsed, the main CPU 42 ends the first special game and stores a control command capable of specifying the end of the special game (hereinafter referred to as a special game end command) in the output buffer.

[0072] When the main CPU 42 ends the first special game, it starts measuring the interval time and stores information capable of identifying that the interval period is in progress in the main RWM 44. Therefore, the special game end command can also be considered a control command capable of identifying that the interval period has started. The main CPU 42 controls the first special symbol display unit 13a so that the type of the displayed special symbol does not change until the interval time has elapsed. In other words, the main CPU 42 controls the first special symbol display unit 13a so that the special symbol is displayed in a fixed, static state until the interval time has elapsed. Alternatively, the main CPU 42 may control the first special symbol display unit 13a so that the special symbol is not displayed when the interval time measurement starts. For example, the main CPU 42 may control the first special symbol display unit 13a so that the special symbol is not displayed when the interval time measurement starts.

[0073] When the interval time has elapsed, the main CPU 42 stores information that can identify that the interval period is not in progress in the main RWM 44. Then, the main CPU 42 sets information that can identify that the interval period has elapsed (hereinafter, referred to as the interval end command) in the output buffer. The main CPU 42 measures the variable time, fixed stop time, and interval time by performing a predetermined interrupt process.

[0074] When the main CPU 42 executes the second special game, it performs second special game processing. The second special game processing is processing in which the "first special game" in the first special game processing is replaced with the "second special game" and the "first special symbol display section 13a" is replaced with the "second special symbol display section 13b," and therefore a detailed description thereof will be omitted.

[0075] When the interval period has elapsed, if the special symbol displayed as a fixed stop is a jackpot symbol, the main CPU 42 executes a jackpot game process, which will be described later. When the interval period has elapsed, if the special symbol displayed as a fixed stop is a losing symbol, the main CPU 42 can start a new special game. In this way, the gaming machine 10 can start the next special game when the interval period has elapsed after the special symbol is displayed as a fixed stop and the special game has ended.

[0076] Next, the big win game process will be explained. The jackpot game processing is a process for awarding a jackpot game. The main CPU 42 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. The main CPU 42 awards the specified type of jackpot game.

[0077] First, the main CPU 42 stores a control command (hereinafter referred to as an opening command) capable of identifying the start of an opening period in the output buffer. After the opening time has elapsed, the main CPU 42 performs processing to execute a round of play. Specifically, the main CPU 42 controls the special solenoid SL2 using the identified opening control data for the jackpot game to set the special prize opening 18 to the first state. When the number of game balls detected by the special prize sensor SE3 reaches the aforementioned upper limit number or the aforementioned upper limit time has elapsed, the main CPU 42 controls the special solenoid SL2 to set the special prize opening 18 to the second state, thereby ending the round of play. The main CPU 42 repeatedly performs this processing to execute a round of play until the maximum number of rounds set for the jackpot game has been completed. Each time a round of play is started, the main CPU 42 stores a control command (hereinafter referred to as a round command) capable of identifying the start of the round of play in the output buffer. When the main CPU 42 ends the final round of play, it stores a control command (hereinafter referred to as an ending command) that can specify the start of the ending period in the output buffer. When the ending time has elapsed, the main CPU 42 ends the jackpot game.

[0078] Next, processing related to the gaming state will be described. When the main CPU 42 transitions between the probability state and the winning state, the main CPU 42 updates the game state information and stores it in the main RWM 44. Specifically, when the main CPU 42 controls to a low-probability state and a non-time-shortening state, the main CPU 42 stores low-probability non-time-shortening information as game state information in the main RWM 44. At this time, the main CPU 42 stores a control command (hereinafter referred to as a low-probability non-time-shortening command) that can specify that the game will be controlled to a low-probability state and a non-time-shortening state in the output buffer. When the main CPU 42 controls to a high-probability state and a time-shortening state, the main CPU 42 stores high-probability time-shortening information as game state information in the main RWM 44. At this time, the main CPU 42 stores a control command (hereinafter referred to as a high-probability time-shortening command) that can specify that the game will be controlled to a high-probability state and a time-shortening state in the output buffer. When the main CPU 42 controls to a low-probability state and a time-shortening state, the main CPU 42 stores low-probability time-shortening information as game state information in the main RWM 44. At this time, the main CPU 42 stores a control command (hereinafter referred to as a first low-probability time-shortening command) that can specify that control will be made to the low-probability state and the time-shortening state in the output buffer.

[0079] When the main CPU 42 ends a jackpot game based on a specific symbol, it stores high-probability time-shortening information in the main RWM 44. That is, the main CPU 42 controls to a high-probability state and a time-shortening state. On the other hand, when the main CPU 42 ends a jackpot game based on a normal symbol, it stores low-probability time-shortening information in the main RWM 44. That is, the main CPU 42 controls to a low-probability state and a time-shortening state. When the main CPU 42 starts a jackpot game, it stores low-probability non-time-shortening information in the main RWM 44. That is, the main CPU 42 controls to a low-probability state and a non-time-shortening state during the jackpot game.

[0080] The main CPU 42 counts the number of times a special game has been executed since the end of a jackpot game based on a normal symbol by updating the value of the execution counter stored in the main RWM 44 each time a special game is started after the end of a jackpot game based on a normal symbol. When a special game in which the number of times a special game has been executed since the end of a jackpot game reaches a predetermined number ends, the main CPU 42 stores low-probability non-time-shortening information in the main RWM 44. That is, when the specified number of special games are completed after the end of a jackpot game based on a normal symbol, the main CPU 42 controls the game to a low-probability state and a non-time-shortening state. After the end of a jackpot game based on a specific symbol, the main CPU 42 controls the game to a high-probability state and a time-shortening state until the start of the next jackpot game.

[0081] Next, the normal symbol input process will be described. In the normal symbol input process, the main CPU 42 determines whether the gaming ball has passed (entered) the gate 25 based on whether a detection signal has been input from the normal start sensor SE4. If the gaming ball has not passed through the gate 25, the main CPU 42 terminates the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 25, the main CPU 42 determines whether the normal reserve number stored in the main RWM 44 is less than the upper limit number. If the normal reserve number is not less than the upper limit number, the main CPU 42 terminates the normal symbol input process. If the normal reserve number is less than the upper limit number, the main CPU 42 updates the normal reserve number by adding 1. The main CPU 42 controls the normal reserve display unit 13f to display information that can identify the updated normal reserve number.

[0082] Next, the main CPU 42 acquires the random number generated by the random number circuit 45 and stores random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it is possible to identify that it is random number information for the normal game and the storage order of the random number information. Thereafter, the main CPU 42 ends the normal symbol input process. By storing the random number information to be used for the normal game in the main RWM 44, the gaming machine 10 can suspend its execution until the execution conditions for the normal game are met.

[0083] Next, the normal symbol start process will be described. In the normal symbol start processing, the main CPU 42 determines whether the execution conditions for the normal game are met. The main CPU 42 makes a positive determination when the normal win game is not being played and the normal game is not being played, and makes a negative determination when the normal win 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 42 terminates the normal symbol start processing. If the execution conditions for the normal game are met, the main CPU 42 determines whether the normal reserve number is greater than 0. If the normal reserve number is 0, the main CPU 42 terminates the normal symbol start processing. If the normal reserve number is greater than 0, the main CPU 42 executes processing to execute the normal game. Specifically, the main CPU 42 updates the normal reserve number by subtracting 1. The main CPU 42 controls the normal reserve display unit 13f to display information that can identify the updated normal reserve number. Next, the main CPU 42 acquires the earliest stored random number information from the main RWM 44 among the random number information for the normal game. Next, the main CPU 42 uses the acquired random number information to perform a normal lottery (normal win determination) to determine whether or not a normal win has been won. The main CPU 42 performs a normal lottery with a normal win probability according to the current ball entry state (either non-time-shortened state or time-shortened state) and determines whether or not a normal win has been won. The normal win probability in the time-shortened state is higher than the normal win probability in the non-time-shortened state.

[0084] If a normal win is achieved, the main CPU 42 determines the normal winning symbol to be displayed as a fixed stop in the normal game and the normal game fluctuation time, and then terminates the normal pattern start processing. If a normal win is not achieved, the main CPU 42 determines the normal losing symbol to be displayed as a fixed stop in the normal game and the normal game fluctuation time, and then terminates the normal pattern start processing. In this embodiment, the fluctuation time of the normal game in the time-shortened state is shorter than the fluctuation time of the normal game in the non-time-shortened state. Therefore, in the time-shortened state, the number of normal lotteries executed per unit time is likely to be greater than in the non-time-shortened state. As a result, the time-shortened state is likely to result in a greater number of normal wins per unit time than in the non-time-shortened state. Therefore, the time-shortened state has a higher advantage in terms of the entry of the game ball into the second start hole 16 than in the non-time-shortened state. After completing the normal pattern start processing, the main CPU 42 executes the normal game through a process separate from the normal pattern start processing. Specifically, the main CPU 42 starts the normal game. After that, the main CPU 42 controls the normal symbol display unit 13e so that the normal symbol determined in the normal symbol start process is displayed as a fixed stopped symbol when the variable time determined in the normal symbol start process has elapsed.

[0085] The main CPU 42 controls the normal symbol display unit 13e so that the type of the displayed normal symbol does not change until the fixed stop time for the normal symbol has elapsed. In other words, the main CPU 42 controls the normal symbol display unit 13e so that the normal symbol is displayed as a fixed stop until the fixed stop time has elapsed. The main CPU 42 ends the normal game when the fixed stop time has elapsed. When the fixed stop time has elapsed, if the fixed stop-displayed normal symbol is a normal winning symbol, the main CPU 42 executes a normal winning game process, which will be described later. When the fixed stop time has elapsed, if the fixed stop-displayed normal symbol is a normal losing symbol, the main CPU 42 can start a new normal game.

[0086] Next, the normal winning game process will be described. The normal win game processing is processing for awarding a normal win game. In the normal win game processing, when the time-shortening state is active, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operating mode when the time-shortening state is active. When the time-shortening state is not active, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operating mode when the time-shortening state is not active. In this embodiment, when the time-shortening state is active, the normal variable member 17 enters the first state more frequently and for a longer period of time during one normal win game compared to the operating mode of the normal variable member 17 when the time-shortening state is not active. Therefore, when the normal variable member 17 operates in the operating mode when the time-shortening state is active, it is easier to cause a game ball to enter the second starting hole 16 than when the normal variable member 17 operates in the operating mode when the time-shortening state is not active. In other words, when the time-shortening state is in effect, there is a higher degree of advantage in terms of the game ball entering the second starting hole 16 than when the time-shortening state is not in effect.

[0087] Next, various processes performed by the sub-CPU 51 of the sub-control board 50 will be described. First, the power-on process when power supply starts (power restoration) will be described. When power supply starts, the sub-CPU 51 may control the movable body EY to perform a predetermined initial operation. As will be described in detail later, in the gaming machine 10, when power supply starts, the initial operation of the movable body EY may be performed or may not be performed. For example, the initial operation of the movable body EY is performed in a manner in which the movable body EY is displaced to a performance position EI and then displaced from the performance position EI to an original position GI.

[0088] When power supply starts, the sub-CPU 51 may control the oscillating device 14 to perform a predetermined initial operation. As will be described in detail later, in the gaming machine 10, when power supply starts, the initial operation of the oscillating device 14 may be performed in some cases, and the initial operation of the oscillating device 14 may not be performed in some cases. That is, in the gaming machine 10, when power supply starts, the initial operation of the transparent section 12 may be performed in some cases, and the initial operation of the transparent section 12 may not be performed in some cases. For example, the initial operation of the oscillating device 14 is performed in a manner in which the oscillating device 14 oscillates a predetermined number of times.

[0089] During the power-on process, the secondary CPU 51 executes the secondary initialization process when an initialization command is input. During the secondary initialization process, the secondary CPU 51 initializes various pieces of information stored in the secondary RWM 53, including performance information. The secondary CPU 51 then controls some or all of the performance display device EH, decorative lamp LA, and speaker SP to execute an RWM clear notification (initialization notification). For example, the RWM clear notification is executed in a manner that displays an image on the performance display device EH that identifies the execution of RWM clear, such as the string "RWM cleared." The secondary CPU 51 then terminates the power-on process and waits until various control information (control commands) are input from the main control board 40.

[0090] During the power-on process, when the secondary CPU 51 inputs a restoration command, it controls some or all of the effect display device EH, decorative lamp LA, and speaker SP to issue a power restoration notification. For example, the power restoration notification is issued by displaying an image on the effect display device EH that identifies the resumption of power supply, such as the text "Power restoration in progress." Alternatively, the secondary CPU 51 may not issue a power restoration notification. The secondary CPU 51 then terminates the power-on process and waits until it receives various control information (control commands) from the main control board 40.

[0091] Next, the big win effect processing will be explained. The jackpot effect processing is a process for executing effects and notifications during jackpot play. When the sub-CPU 51 inputs an opening command, it controls the effect display device EH, the decorative lamp LA, and the speaker SP to execute an opening effect. Furthermore, when the sub-CPU 51 inputs an opening command, it controls the effect display device EH, the decorative lamp LA, and the speaker SP to execute a right-hit notification. For example, the right-hit notification is executed by displaying an image on the effect display device EH that indicates a recommendation to hit the ball to the right to facilitate ball entry into the jackpot opening 18, such as the text "Please hit right." In other words, the right-hit notification is executed in a manner that identifies the operation mode of the launch handle HD that is advantageous to the player during jackpot play. As described above, the effect display device EH is attached to the game board YB so that the image display unit GH is visible through the transparent portion 12. Therefore, the right-hit notification is visible through the transparent portion 12. In this way, the gaming machine 10 is configured so that the player can visually recognize the right hit notification through the transparent portion 12.

[0092] The sub-CPU 51 controls the effect display device EH, decorative lamp LA, and speaker SP to end the right-hit notification when a predetermined time has elapsed since the start of the right-hit notification. In this embodiment, the predetermined time is the same as or approximately the same as the opening time. That is, in the gaming machine 10, the right-hit notification begins with the start of the opening period and ends with the end of the opening period. In this way, during a jackpot game, a right-hit notification is executed that can identify the operation mode of the launch handle HD that is advantageous to the player. In this embodiment, the right-hit notification corresponds to a specific notification. When a round command is input, the sub-CPU 51 controls the effect display device EH, decorative lamp LA, and speaker SP to execute a round effect. When an ending command is input, the sub-CPU 51 controls the effect display device EH, decorative lamp LA, and speaker SP to execute an ending effect.

[0093] Next, the effect game process will be described. The effect game processing is processing for executing an effect game as one of the display effects related to a special game during execution of the special game. When the sub-CPU 51 inputs a variation start command and a special pattern command, it controls the effect display device EH to execute an effect game corresponding to the special game. Specifically, when the sub-CPU 51 inputs a variation start command, it determines the variation content (effect content) of the effect game based on the variation pattern that can be specified from the variation start command. The sub-CPU 51 determines the pattern combination to be displayed as a fixed stop in the effect game based on the special pattern that can be specified from the input special pattern command. If a jackpot pattern can be specified from the special pattern command, the sub-CPU 51 determines a jackpot pattern combination. If a losing pattern can be specified from the special pattern command, the sub-CPU 51 determines a losing pattern combination. If a losing variation pattern associated with the execution of a reach effect is specified, the sub-CPU 51 determines a losing pattern combination including a reach.

[0094] In the effect game processing, the sub-CPU 51 controls the effect display device EH to start the variable display of the effect symbols of each symbol column in response to the input of a variation start command. In other words, the sub-CPU 51 starts the effect game. The sub-CPU 51 controls the effect display device EH so that the effect game is played based on the determined effect content during the variation time set in the variation pattern. Then, the sub-CPU 51 controls the effect display device EH so that, when a predetermined timing arrives after the effect game has started, the effect symbols of all symbol columns are temporarily stopped and displayed. In other words, the sub-CPU 51 controls the effect display device EH so that, when a predetermined timing arrives after the effect game has started, the effect display device EH is temporarily stopped and displayed. Thereafter, when a variation end command is input, the sub-CPU 51 controls the effect display device EH so that the effect symbols of all symbol columns are fixed and stopped and displayed. In other words, when a variation end command is input, the sub-CPU 51 controls the effect display device EH so that the pattern combination is fixed and stopped and displayed. After the sub-CPU51 has displayed the symbol combination as fixed and stopped, it controls the effect display device EH so that the symbol combination is displayed as fixed and stopped until a special game end command is input. When the sub-CPU51 inputs the special game end command, it ends the effect game. After the effect game is ended, the sub-CPU51 controls the effect display device EH so that the symbol combination is displayed as fixed and stopped until an interval end command is input.

[0095] The display contents of the effect display device EH when an effect game is executed will be explained. 6(a) to 6(g) show an example of the display contents of the effect display device EH from before the start of the effect game to the end of the effect game.

[0096] As shown in Fig. 6(a), before the start of the effect game, the effect display device EH displays the symbol combination that was fixed and displayed in the previous effect game. As shown in Fig. 6(b), the effect display device EH starts scrolling the effect symbols of each symbol row as the effect game starts. After that, as shown in Fig. 6(c), the effect display device EH scrolls the effect symbols of each symbol row at a faster speed than when the effect game started.

[0097] As shown in FIG. 6(d), the effect display device EH temporarily stops and displays the effect symbols of the left symbol column HZ and the right symbol column MZ, forming a reach. At this time, the effect display device EH continues to scroll and display the effect symbols of the middle symbol column NZ. After that, the reach effect is executed on the effect display device EH. When a predetermined timing arrives after the effect game starts on the effect display device EH, the reach effect ends. Then, as shown in FIG. 6(e), the effect display device EH temporarily stops and displays the effect symbols of all symbol columns.

[0098] Then, as shown in FIG. 6(f), when the special game is displayed as a fixed stop, the effect display device EH displays the symbol combination as a fixed stop. After that, when the fixed stop time has elapsed, the effect game ends on the effect display device EH. As shown in FIG. 6(g), when the effect game ends, an interval period begins, and the effect display device EH continues to display the symbol combination as a fixed stop. After that, when the interval period has elapsed, a new effect game may start on the effect display device EH. Therefore, after the effect game shown in FIG. 6(g) ends, it can be said that the state is the same as before the effect game shown in FIG. 6(a) started. In this embodiment, the effect display device EH corresponds to game execution means capable of executing the effect game. As described above, the effect display device EH is attached to the gaming board YB so that the image display unit GH is visible through the transparent portion 12. Therefore, the effect game is visible through the transparent portion 12. In this manner, the gaming machine 10 is configured so that the player can view the effect game through the transparent portion 12.

[0099] As described above, the gaming machine 10 can execute an effect game using effect symbols. The gaming machine 10 executes an effect game using effect symbols between FIGS. 6(b) and 6(f). The effect symbol states in the effect game of this embodiment include a variable state, a temporary stop state, and a fixed stop state. In the following description, the variable state as a state related to the effect symbols in the effect game will be referred to simply as the "variable state," the temporary stop state as a state related to the effect symbols in the effect game will be referred to simply as the "temporary stop state," and the fixed stop state as a state related to the effect symbols in the effect game will be referred to simply as the "fixed stop state." In this specification, the "variable state" refers to a state in which effect symbols are displayed in a variable manner (scrolling display) in one or more of the left symbol column HZ, the center symbol column NZ, and the right symbol column MZ. In other words, the variable state is a state in which at least some of the effect symbols are displayed in a variable manner, as shown in FIGS. 6(b) to 6(d).

[0100] In this specification, the term "temporary stop state" refers to a state in which the effect symbols are temporarily displayed in all of the left pattern column HZ, the middle pattern column NZ, and the right pattern column MZ. As described above, the temporary stop display is a display in which the effect symbols oscillate. In this embodiment, the temporary stop display is a display in which the symbols oscillate in the up and down direction. Therefore, the temporary stop state is a state in which the effect symbols in all of the pattern columns are displayed in a manner in which they oscillate in the up and down direction. Below, a specific example of the temporary stop state will be described.

[0101] FIG. 7 shows a specific display mode of the effect symbols in FIG. 6(e). In the temporary stop state, the effect symbols of all the symbol rows are displayed in a manner that displaces vertically between the first symbol position ZIa shown by the solid line in the figure and the second symbol position ZIb shown by the two-dot chain line. Each effect symbol simultaneously or approximately simultaneously displaces upward from the first symbol position ZIa to the second symbol position ZIb, and then displaces downward from the second symbol position ZIb to the first symbol position ZIa. In this embodiment, the maximum displacement Y1 that can be displaced upward from the first symbol position ZIa to the second symbol position ZIb is the same as the maximum displacement Y1 that can be displaced downward from the second symbol position ZIb to the first symbol position ZIa. In this embodiment, the displacement Y1 is 10 mm. The displacement Y1 that the effect symbols can displace in the temporary stop state corresponds to the first displacement.

[0102] In this embodiment, the first symbol displacement time required for the displacement (upward displacement) from the first symbol position ZIa to the second symbol position ZIb to begin and end is the same as the second symbol displacement time required for the displacement (downward displacement) from the second symbol position ZIb to the first symbol position ZIa to begin and end. In the provisional stop state, upward displacement and downward displacement are alternately repeated until the fixed stop state is reached. This allows the player to see the effect symbols as if they are swaying. In the provisional stop state, the effect symbols are displayed displacing vertically within a certain display area of ​​the image display unit GH (image display area). Thus, the provisional stop state, as shown in FIGS. 6(e) and 7, is a state in which the effect symbols can be dynamically displaced and sway. In this embodiment, the provisional stop state corresponds to a special stop state.

[0103] If the fixed stop state is reached while each effect symbol is temporarily displayed, the movement of each effect symbol is stopped, and each effect symbol is displayed as a fixed stop at a position centered or approximately centered between the first symbol position ZIa and the second symbol position ZIb. Therefore, in the gaming machine 10, if the time of the temporary stop state (hereinafter referred to as the temporary stop time) is at least equal to the total time of the first symbol displacement time and the second symbol displacement time (hereinafter referred to as the total symbol displacement time), each effect symbol is displayed as a fixed stop without repeating displacement of the displacement amount Y1. In this embodiment, there are multiple types of temporary stop times that differ depending on the variation content (effect content) of the effect game determined by the sub-CPU 51. The multiple types of temporary stop times include temporary stop times longer than the total symbol displacement time and temporary stop times shorter than the total symbol displacement time. As described above, when in the temporary stop state, the effect symbol may repeat displacement of the displacement amount Y1.

[0104] In this specification, "determined stop state" means a state in which the effect symbols are displayed as definitively stopped in all pattern columns, including the left pattern column HZ, the middle pattern column NZ, and the right pattern column MZ. The definitive stop display is a display in which the effect symbols do not dynamically change. The definitive stop display is a display in which the effect symbols do not fluctuate and are definitively stopped. In other words, the definitive stop state is a state in which the effect symbols are definitively stopped, as shown in FIG. 6(f). In this embodiment, the definitive stop state corresponds to a specific stop state. In the effect game, the pattern combination cannot change between the time the definitive stop state is entered and the time the effect game ends. Therefore, in the effect game, the result of the effect game is derived by the effect symbols stopping definitively.

[0105] As described above, in the gaming machine 10, after the effect game ends, the symbol combination is displayed as fixed and stopped until the interval period has elapsed. Therefore, in this embodiment, the state of the effect symbols during the interval period does not include the same state as when they are in the temporary stop state. On the other hand, the state of the effect symbols during the interval period includes the same state as when they are in the fixed stop state. In the gaming machine 10, a new effect game can be started when the interval period has elapsed. In this way, in the gaming machine 10, the next effect game can be started when the interval period has elapsed after the effect game has ended in the fixed stop state. In this embodiment, the interval period corresponds to a predetermined period.

[0106] Here, an example of the flow of an effect game according to a variation pattern will be described. FIG. 8(a) shows an example of the flow of the effect game when the variation pattern is HP11. At time T10, the gaming machine 10 starts a special game and an effect game, and enters a variation state. Thereafter, at time T11, the gaming machine 10 enters a provisional stop state when a predetermined timing arrives. In FIGS. 8(a) to 8(c), the provisional stop state is indicated as "provisional," the fixed stop state is indicated as "fixed," and the interval period is indicated as "Iv."

[0107] At time T12, when the variation time set for variation pattern HP11 has elapsed since time T10, the gaming machine 10 enters a fixed stop state. In this embodiment, the provisional stop time from time T11 to time T12 when variation pattern HP11 is in effect is shorter than the total symbol displacement time. At time T13, when the fixed stop time has elapsed since time T12, the special game ends in the gaming machine 10, the effect game ends, and an interval period begins. Thereafter, at time T14, the interval period has elapsed in the gaming machine 10, and the next effect game may begin.

[0108] FIG. 8(b) shows an example of the flow of the effect game when the variation pattern HP12 or HP14 is selected. At time T20, the gaming machine 10 starts a special game, starts an effect game, and enters a variation state. At time T21, the gaming machine 10 starts an NR effect during the variation state. At time T22, when a predetermined timing arrives, the gaming machine 10 ends the NR effect and enters a temporary stop state. When the variation pattern HP12 or HP14 is selected, the NR effect may start in the first half of the variation state period or in the second half of the variation state period. When the variation pattern HP12 or HP14 is selected, the NR effect ends when the variation state ends. Therefore, when the variation pattern HP12 or HP14 is selected, the NR effect is likely to be executed for a longer period during the second half of the variation state period than during the first half of the variation state period.

[0109] At time T23, when the variation time determined for variation patterns HP12 and HP14 has elapsed since time T20, the gaming machine 10 enters a fixed stop state. In this embodiment, the provisional stop time from time T22 to time T23 when variation patterns HP12 and HP14 are present is longer than the total symbol displacement time. At time T24, when the fixed stop time has elapsed since time T23, the special game ends in the gaming machine 10, the effect game ends, and an interval period begins. In the case of variation pattern HP12, the interval period elapses in the gaming machine 10 at time T25, and the next effect game can begin. In the case of variation pattern HP14, the interval period elapses in the gaming machine 10 at time T25, and a jackpot game begins.

[0110] FIG. 8(c) shows an example of the flow of the effect game when the variation pattern HP13 or HP15 is selected. At time T30, the gaming machine 10 starts a special game, starts an effect game, and enters a variation state. At time T31, the gaming machine 10 starts an NR effect during the variation state. Thereafter, at time T32, the gaming machine 10 starts an SR effect during the variation state. At time T33, when a predetermined timing arrives, the gaming machine 10 ends the SR effect and enters a temporary stop state. When the variation pattern HP13 or HP15 is selected, the SR effect may start in the first half of the variation state period or in the second half of the variation state period. When the variation pattern HP13 or HP15 is selected, the SR effect ends when the variation state ends. Therefore, when the variation pattern HP13 or HP15 is selected, the SR effect is likely to be executed for a longer period during the second half of the variation state period than during the first half of the variation state period.

[0111] At time T34, when the variation time determined for variation patterns HP13 and HP15 has elapsed since time T30, the gaming machine 10 enters a fixed stop state. In this embodiment, the provisional stop time from time T33 to time T34 when variation patterns HP13 and HP15 are present is longer than the total symbol displacement time. At time T35, when the fixed stop time has elapsed since time T34, the special game ends in the gaming machine 10, the effect game ends, and an interval period begins. In the case of variation pattern HP13, the interval period elapses in the gaming machine 10 at time T36, and the next effect game can begin. In the case of variation pattern HP15, the interval period elapses in the gaming machine 10 at time T36, and a jackpot game begins.

[0112] Next, the effects that can be performed in the gaming machine 10 of this embodiment will be described. First, the swing effect will be described. The gaming machine 10 is configured to be able to perform a swing effect in which the transparent portion 12 swings by swinging the swing device 14. As will be described in detail later, in this embodiment, the swing effect can be performed during the execution of a swing effect game, during an interval period, or during a jackpot game.

[0113] As shown in FIG. 9 , when a swing effect is executed in the gaming machine 10, the swinging device 14 swings up and down. As a result, in the gaming machine 10, the transparent portion 12 can be displaced up and down between a first transparent portion position TIa, indicated by a solid line in the figure, and a second transparent portion position TIb, indicated by a two-dot chain line in the figure. That is, in the gaming machine 10, the swinging device 14 swings the transparent portion 12. Thus, in the gaming machine 10, the transparent portion 12 can swing as the swing effect is executed. Note that, although only a portion of the transparent portion 12 is shown in FIG. 9 , it actually covers the entire opening 21 of the front frame 11c. That is, in the gaming machine 10, the swinging device 14 swings the entire transparent portion 12 up and down. Thus, among the effects that can be executed by the gaming machine 10, there is a swing effect that can be executed by swinging the swinging device 14.

[0114] As the rocking device 14 moves upward, the transmissive portion 12 moves from the first transmissive portion position TIa to the second transmissive portion position TIb. As the rocking device 14 moves downward, the transmissive portion 12 moves from the second transmissive portion position TIb to the first transmissive portion position TIa. After moving upward from the first transmissive portion position TIa to the second transmissive portion position TIb, the transmissive portion 12 moves downward from the second transmissive portion position TIb to the first transmissive portion position TIa. In this embodiment, the maximum displacement Y2 by which the transmissive portion 12 can move upward from the first transmissive portion position TIa to the second transmissive portion position TIb is the same as the maximum displacement Y2 by which the transmissive portion 12 can move upward from the first transmissive portion position TIa to the second transmissive portion position TIb. In this embodiment, the displacement Y2 is 2 mm, which is smaller than the displacement Y1 (10 mm). In other words, the displacement amount Y2 by which the transparent portion 12 can be displaced as the swing effect is executed is smaller than the displacement amount Y1 by which the effect symbol can be displaced when in a temporary stop state. Also, as described above, when the fixed stop state is reached, each effect symbol is displayed as a fixed stop at a position that is centered or approximately centered between the first symbol position ZIa and the second symbol position ZIb. Therefore, the displacement amount from the first symbol position ZIa to the position of the effect symbol when in a fixed stop state is half the displacement amount Y1 and is larger than the displacement amount Y2. The displacement amount from the second symbol position ZIb to the position of the effect symbol when in a fixed stop state is half the displacement amount Y1 and is larger than the displacement amount Y2. In this embodiment, the displacement amount Y2 by which the transparent portion 12 can be displaced as the swing effect is executed corresponds to the second displacement amount.

[0115] In this embodiment, the first transparent portion displacement time required for displacement (upward displacement) from the first transparent portion position TIa to the second transparent portion position TIb from start to finish is the same as the second transparent portion displacement time required for displacement (downward displacement) from the second transparent portion position TIb to the first transparent portion position TIa from start to finish. The first transparent portion displacement time and the second transparent portion displacement time can be calculated from the rotation speed of the DC motor of the swinging device 14. In the gaming machine 10, upward displacement and downward displacement are alternately repeated until the swinging effect ends.

[0116] It should be noted that when the execution of the swing effect is completed, the displacement of the transparent portion 12 is stopped even if the displacement of the transparent portion 12 is in the middle of being completed. Therefore, in the gaming machine 10, if the execution time of the swing effect (hereinafter referred to as the swing effect time) is less than at least the total time of the first transparent portion displacement time and the second transparent portion displacement time (hereinafter referred to as the total transparent portion displacement time), the swing effect ends without the transparent portion 12 repeating the displacement of the displacement amount Y2. As will be described later, in this embodiment, there are multiple types of swing effect times. The multiple types of swing effect times include swing effect times longer than the total transparent portion displacement time and swing effect times shorter than the total transparent portion displacement time. In this way, when the swing effect is being executed, the transparent portion 12 may repeat the displacement of the displacement amount Y2.

[0117] Next, we will explain the movable body effects and effect effects. The gaming machine 10 is configured to be capable of executing a movable body effect in which the movable body EY is displaced from an original position GI to an effect position EI. In this embodiment, the movable body effect can be executed while an effect game is being executed. The gaming machine 10 is configured to be capable of executing an effect effect in which a predetermined image can be dynamically displaced on the effect display device EH. In this embodiment, the effect effect can be executed while an effect game is being executed.

[0118] 10(a) and 10(b) show an example of a case where an effect performance is executed while a movable body performance is being executed. As shown in FIG. 10(a), when a movable object effect is executed in the gaming machine 10, the movable object EY is displaced from the original position GI to the effect position EI. When the movable object EY is positioned at the effect position EI in the gaming machine 10, at least a portion of the image display section GH (image display area) where the effect symbol is displayed is hidden when viewed from the front. Therefore, when the movable object EY is positioned at the effect position EI in the gaming machine 10, the effect symbol is less visible than when the movable object EY is positioned at the original position GI in the gaming machine 10. In other words, when the movable object effect is executed in the gaming machine 10, the visibility of the effect symbol is reduced. Furthermore, when the movable object EY is positioned at the effect position EI in the gaming machine 10, an effect effect may be executed. When an effect effect is executed in the gaming machine 10, an effect image EC is displayed on the effect display device EH. The shape and color of the effect image EC may be changed as appropriate. For example, the effect image EC may be an image with a shape and color resembling a flame.

[0119] As shown in FIG. 10(b), in the gaming machine 10, after a movable object effect is executed and the movable object EY is positioned at the effect position EI, the effect image EC is displaced vertically. In the effect display device EH, the effect image EC is displayed in a manner that displaces vertically between a first image position CIa indicated by a two-dot chain line in FIG. 10(b) and a second image position CIb indicated by a solid line. The effect image EC displaces downward from the first image position CIa to the second image position CIb, and then displaces upward from the second image position CIb to the first image position CIa. In this embodiment, the maximum downward displacement Y3 from the first image position CIa to the second image position CIb is the same as the maximum upward displacement Y3 from the second image position CIb to the first image position CIa. In this embodiment, the displacement Y3 is 15 mm, which is larger than the displacement Y2 (2 mm). That is, the displacement amount Y2 by which the transparent portion 12 can be displaced as the swing effect is performed is smaller than the displacement amount Y3 by which the effect image EC can be dynamically displaced.

[0120] Furthermore, in this embodiment, the first image displacement time required from the start to the end of displacement (downward displacement) from the first image position CIa to the second image position CIb is the same as the second image displacement time required from the start to the end of displacement (upward displacement) from the second image position CIb to the first image position CIa. Then, in the effect display device EH, downward displacement and upward displacement are alternately repeated until the effect effect ends. In this way, the effect effect is an effect in which a predetermined image (for example, effect image EC) can be dynamically displaced. In this embodiment, the effect effect corresponds to a special effect.

[0121] In the movable body effect, after the movable body EY is positioned at the effect position EI, when a predetermined movement time has elapsed, the movable body EY is displaced from the effect position EI to the original position GI. The movable body effect ends when the movable body EY is positioned at the original position GI. In this way, in the gaming machine 10, the movable body EY can move from the original position GI to the effect position EI as the movable body effect is executed. When the movable body EY is positioned at the effect position EI, at least a portion of the effect display device EH and the movable body EY overlap when viewed from the front, thereby reducing the visibility of the effect pattern. In this embodiment, the movable body effect corresponds to a specific effect.

[0122] Next, the shaking effect processing performed by the sub-CPU 51 to execute the shaking effect will be described. As shown in Figure 11, in the swing effect processing, when the sub-CPU 51 inputs a fluctuation start command, it determines whether or not to execute a swing effect by conducting a swing effect lottery based on a fluctuation pattern that can be identified from the fluctuation start command. The swing effect lottery is a lottery that determines whether or not to execute a swing effect during a swing state, a temporary stop state, and a fixed stop state. The swing effect lottery is also a lottery that determines whether or not to execute a swing effect during an interval period. Therefore, in the gaming machine 10, when one effect game is executed, a swing effect can be executed during a swing state, a temporary stop state, a fixed stop state, and part or all of the interval period.

[0123] The sub-CPU 51 performs a swing effect lottery to determine whether or not to execute a swing effect during a variable state. The sub-CPU 51 performs a swing effect lottery to determine whether or not to execute a swing effect during a temporary stop state. The sub-CPU 51 performs a swing effect lottery to determine whether or not to execute a swing effect during a fixed stop state. The sub-CPU 51 performs a swing effect lottery to determine whether or not to execute a swing effect during an interval period.

[0124] The sub-CPU 51 performs a rocking effect lottery so that the probability of deciding to execute a rocking effect increases in the order of "-" < "low" < "medium" < "high" shown in the figure. Note that "-" shown in the figure indicates that the probability of executing a rocking effect is 0%. Therefore, "low", "medium", and "high" shown in the figure are probabilities that the probability of executing a rocking effect is higher than 0%. In this specification, the "probability of executing" an effect means that 0% is included. Also, in this specification, the "probability of executing" an effect means that 100% is included. In other words, in this specification, the "probability of executing" an effect is any probability between 0% and 100%.

[0125] For example, when the variation pattern is HP13, the sub-CPU 51 performs a swing effect lottery so that the probability of a swing effect being executed during the variation state is higher than the probability of a swing effect being executed during the temporary stop state. For example, when the variation pattern is HP13, the sub-CPU 51 performs a swing effect lottery so that the probability of a swing effect being executed during the variation state is higher than the probability of a swing effect being executed during the fixed stop state. For example, when the variation pattern is HP13, the sub-CPU 51 performs a swing effect lottery so that the probability of a swing effect being executed during the variation state is higher than the probability of a swing effect being executed during the interval period.

[0126] For example, when the fluctuation pattern is HP14 or HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of a swing effect being executed during the fluctuation state is higher than the probability of a swing effect being executed during the temporary stop state. For example, when the fluctuation pattern is HP14 or HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of a swing effect being executed during the fluctuation state is higher than the probability of a swing effect being executed during the fixed stop state. For example, when the fluctuation pattern is HP14 or HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of a swing effect being executed during the fluctuation state is higher than the probability of a swing effect being executed during the interval period.

[0127] For example, when the variation patterns are HP14 and HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of executing a swing effect during the temporary stop state is higher than the probability of executing a swing effect during the fixed stop state. For example, when the variation patterns are HP14 and HP15, the sub-CPU 51 performs a swing effect lottery so that the probability of executing a swing effect during the temporary stop state is higher than the probability of executing a swing effect during the interval period.

[0128] For example, the sub-CPU 51 performs a swing effect lottery so that the probability that a swing effect is executed during a fluctuation state when the fluctuation patterns are HP14 and HP15 is higher than the probability that a swing effect is executed during a fluctuation state when the fluctuation pattern is HP13.

[0129] The sub-CPU 51 acquires a random number generated by the random number generation process, and determines whether or not to execute a rocking effect using the acquired random number and a judgment value for rocking effect lottery. If the acquired random number is smaller than the judgment value for rocking effect lottery, the sub-CPU 51 decides to execute a rocking effect. If the acquired random number is equal to or greater than the judgment value for rocking effect lottery, the sub-CPU 51 decides not to execute a rocking effect. The judgment values ​​for rocking effect lottery are increasing values ​​in the order of "low" < "medium" < "high" as shown in the figure.

[0130] If the variation pattern is HP11, the sub-CPU 51 may decide not to execute a vibration effect during the variation state, temporary stop state, fixed stop state, and interval period without holding a vibration effect lottery.If the variation pattern is HP12, the sub-CPU 51 may decide not to execute a vibration effect during the variation state, temporary stop state, fixed stop state, and interval period without holding a vibration effect lottery.If the variation pattern is HP13, the sub-CPU 51 may decide not to execute a vibration effect during the temporary stop state, fixed stop state, and interval period without holding a vibration effect lottery.

[0131] Therefore, when a predetermined number of effect games (for example, 10,000 times) have been executed, the probability that a swing effect will be executed when in a variable state is higher than the probability that a swing effect will be executed when in a fixed stop state. And, when in a fixed stop state and a winning symbol combination is displayed (derived) as a fixed stop, a swing effect can be executed. On the other hand, when in a fixed stop state and a losing symbol combination is displayed (derived) as a fixed stop, a swing effect will not be executed. When a predetermined number of effect games have been executed, the probability that a swing effect will be executed when in a variable state is higher than the probability that a swing effect will be executed when in a fixed stop state and a winning symbol combination is displayed (derived) as a fixed stop.

[0132] Regarding the predetermined effects executed in the gaming machine 10, "the probability of execution when the game is in a predetermined state is higher than the probability of execution when the game is in a state different from the predetermined state" is realized by various processes being performed in the gaming machine 10. In other words, the comparison of the probabilities of the predetermined effects being executed is realized by setting the respective probabilities of the predetermined effects being executed in each state (each situation) so as to satisfy the relationship. For example, the comparison of the probabilities of the swing effect being executed in each state is realized by performing various processes including a winning lottery, a winning symbol lottery, a variation pattern lottery, and a swing effect lottery so as to satisfy the relationship. In other words, the comparison of the appearance rate (occurrence rate) of the swing effect in each state is realized by performing various processes including a winning lottery, a winning symbol lottery, a variation pattern lottery, and a swing effect lottery so as to satisfy the relationship. Comparison of the frequency of appearance (occurrence frequency) of the swinging effect in each state is realized by carrying out various processes including a winning lottery, a jackpot pattern lottery, a variation pattern lottery, and a swinging effect lottery so as to satisfy the relationship.

[0133] When a predetermined number of effect games have been executed, the probability that a swing effect will be executed when in a variable state is higher than the probability that a swing effect will be executed when in a temporary stop state.When a predetermined number of effect games have been executed, the probability that a swing effect will be executed when in a temporary stop state is higher than the probability that a swing effect will be executed when in a fixed stop state.When a predetermined number of effect games have been executed, the probability that a swing effect will be executed when in a temporary stop state is higher than the probability that a swing effect will be executed when in a fixed stop state and a jackpot symbol combination is displayed (derived) as a fixed stop.

[0134] When a predetermined number of effect games have been executed, the probability of a swing effect being executed in a variable state is higher than the probability of a swing effect being executed in an interval period. Then, in the interval period after a winning symbol combination has been fixed and stopped (derived) as a result of the effect game, the swing effect can be executed. On the other hand, in the interval period after a losing symbol combination has been fixed and stopped (derived) as a result of the effect game, the swing effect is not executed. When a predetermined number of effect games have been executed, the probability of a swing effect being executed in a variable state is higher than the probability of a swing effect being executed in an interval period after a winning symbol combination has been fixed and stopped (derived) as a result of the effect game.

[0135] When a predetermined number of effect games have been executed, the probability that a swing effect will be executed when in a provisional stop state is higher than the probability that a swing effect will be executed when in an interval period. When a predetermined number of effect games have been executed, the probability that a swing effect will be executed when in a provisional stop state is higher than the probability that a swing effect will be executed when in an interval period after a jackpot symbol combination has been fixed and displayed (derived) as a result of the effect game.

[0136] When the sub-CPU 51 determines to execute a swing effect during the fluctuation state, it performs an execution period lottery to determine whether to execute a swing effect during the first half of the fluctuation state period and whether to execute a swing effect during the second half of the fluctuation state period. Therefore, in the gaming machine 10, when one execution game is executed, a swing effect can be executed during either the first half of the fluctuation state period or the second half of the fluctuation state period, or both. For example, when the fluctuation pattern is HP13, the sub-CPU 51 performs an execution period lottery so that the probability of executing a swing effect during the first half of the fluctuation state period is higher than the probability of executing a swing effect during the second half of the fluctuation state period. For example, when the fluctuation pattern is HP14 or HP15, the sub-CPU 51 performs an execution period lottery so that the probability of executing a swing effect during the second half of the fluctuation state period is higher than the probability of executing a swing effect during the first half of the fluctuation state period.

[0137] The sub-CPU 51 acquires a random number generated by the random number generation process and determines whether to execute a swing effect in the first or second half of the period using the acquired random number and the judgment value of the execution period lottery. If the acquired random number is smaller than the first judgment value of the execution period lottery, the sub-CPU 51 determines to execute a swing effect in both the first and second half of the period. If the acquired random number is smaller than the second judgment value of the execution period lottery, the sub-CPU 51 determines to execute a swing effect only in the second half of the period. If the acquired random number is equal to or greater than the second judgment value of the execution period lottery, the sub-CPU 51 determines to execute a swing effect only in the first half of the period. The first judgment value for the execution period lottery is a larger value when the fluctuation patterns HP14 and HP15 are selected than when the fluctuation pattern HP13 is selected. The second judgment value for the execution period lottery is a larger value when the fluctuation patterns HP14 and HP15 are selected than when the fluctuation pattern HP13 is selected.

[0138] When the sub-CPU 51 decides to execute a swing effect, it controls the swing device 14 to execute the swing effect at the decided execution timing by a process separate from the swing effect process. For example, when the sub-CPU 51 determines that a swing effect is to be executed during the first half of the fluctuation state in the case of fluctuation pattern HP13, it controls the swing device 14 to execute the swing effect between time T30 and time T32 in Fig. 8(c). For example, when the sub-CPU 51 determines that a swing effect is to be executed during the second half of the fluctuation state in the case of fluctuation pattern HP15, it controls the swing device 14 to execute the swing effect between time T32 and time T33 in Fig. 8(c).

[0139] When the sub-CPU 51 determines to execute a swing effect during the temporary stop state, it controls the swing device 14 to execute the swing effect during the temporary stop state. For example, in the case of the variation pattern HP15, when it determines to execute a swing effect during the temporary stop state, the sub-CPU 51 controls the swing device 14 to execute the swing effect between time T33 and time T34 in Fig. 8(c).

[0140] When the sub-CPU 51 determines to execute a swing effect during the fixed stop state, it controls the swing device 14 to execute the swing effect during the fixed stop state. For example, in the case of the fluctuation pattern HP15, when it determines to execute a swing effect during the fixed stop state, the sub-CPU 51 controls the swing device 14 to execute the swing effect between time T34 and time T35 in Fig. 8(c).

[0141] When the sub-CPU 51 determines to execute a swing effect during an interval period, it controls the swing device 14 to execute the swing effect during the interval period. For example, in the case of the fluctuation pattern HP15, when it determines to execute a swing effect during the fixed stop state, the sub-CPU 51 controls the swing device 14 to execute the swing effect between time T35 and time T36 in Fig. 8(c).

[0142] The sub-CPU 51 controls the swinging device 14 to execute a swinging effect for a swinging effect time according to the timing of executing the swinging effect. In this embodiment, the swinging effect time increases in the following order: "during the confirmed stop state" < "during the interval period" < "during the temporary stop state" < "first half of the variable state" < "second half of the variable state". The swinging effect time during the confirmed stop state is shorter than the total transparent portion displacement time. The swinging effect time during the interval period is shorter than the total transparent portion displacement time. The swinging effect time during the temporary stop state is longer than the total transparent portion displacement time. The swinging effect time during the first half of the variable state is longer than the total transparent portion displacement time. The swinging effect time during the second half of the variable state is longer than the total transparent portion displacement time.

[0143] Furthermore, the sub-CPU 51 may execute a swing effect during a jackpot game. The sub-CPU 51 controls the swing device 14 to execute a swing effect during a jackpot game based on a specific symbol. On the other hand, the sub-CPU 51 does not execute a swing effect during a jackpot game based on a normal symbol. The sub-CPU 51 controls the swing device 14 to execute a swing effect when a round command capable of specifying the final round of play is input. Alternatively, the sub-CPU 51 may control the swing device 14 to execute a swing effect when a round command capable of specifying a predetermined number of rounds of play is input. The sub-CPU 51 may control the swing device 14 to execute a swing effect when an ending command is input.

[0144] As described above, in the gaming machine 10, the right-hit notification starts when the opening period begins and ends when the opening period ends. Therefore, in the gaming machine 10, the swing effect starts after the right-hit notification ends. Note that the swing effect time during a jackpot game is longer than the total transparent portion displacement time. The swing effect time during a jackpot game is shorter than the swing effect time during the first half of the variable state. In this way, in the gaming machine 10, the swing effect is not executed during at least a portion of the period during which the right-hit notification is executed during a jackpot game, including the period from the start of the right-hit notification until the predetermined time has elapsed.

[0145] Next, we will explain the movable body effect processing that the sub-CPU 51 performs to execute the movable body effect. When the sub-CPU 51 determines to execute the swing effect during the fluctuation state in the swing effect processing, it executes the movable body effect processing.

[0146] 12, in the movable body effect processing, if the sub-CPU 51 decides to execute a swing effect during the fluctuation state, it performs a movable effect lottery to determine whether or not to execute the movable body effect during the execution of the swing effect. If the sub-CPU 51 decides to execute a swing effect during the first half of the period in the fluctuation state, it performs a movable effect lottery to determine whether or not to execute the movable body effect during the execution of the swing effect. If the sub-CPU 51 decides to execute a swing effect during the second half of the period in the fluctuation state, it performs a movable effect lottery to determine whether or not to execute the movable body effect during the execution of the swing effect.

[0147] The sub-CPU 51 performs a moving effect lottery so that the probability of deciding to execute a movable body effect increases in the order of "low" < "high" shown in the figure. In other words, the sub-CPU 51 performs a moving effect lottery so that the probability of executing a movable body effect when a rocking effect is executed during the latter half of the period in the fluctuating state is higher than the probability of executing a movable body effect when a rocking effect is executed during the first half of the period in the fluctuating state. Note that, when the sub-CPU 51 decides to execute a rocking effect during the first half of the period in the fluctuating state, it performs a moving effect lottery so that the probability of executing a movable body effect while the rocking effect is being executed is lower than the probability of not executing a movable body effect while the rocking effect is being executed. When the sub-CPU 51 decides to execute a rocking effect during the second half of the period in the fluctuating state, it performs a moving effect lottery so that the probability of executing a movable body effect while the rocking effect is being executed is higher than the probability of not executing a movable body effect while the rocking effect is being executed.

[0148] The sub-CPU 51 acquires a random number generated by the random number generation process, and uses the acquired random number and the judgment value for the moving effect lottery to determine whether or not to execute a moving body effect. If the acquired random number is smaller than the judgment value for the moving effect lottery, the sub-CPU 51 decides to execute a moving body effect. If the acquired random number is equal to or greater than the judgment value for the moving effect lottery, the sub-CPU 51 decides not to execute a moving body effect. The judgment values ​​for the moving effect lottery are larger in the order of "low" < "high" shown in the figure. Furthermore, the judgment value for "low" shown in the figure is a value equal to or smaller than the median of the maximum values ​​of the random numbers. The judgment value for "high" shown in the figure is a value greater than the median of the maximum values ​​of the random numbers.

[0149] When the sub-CPU 51 decides to execute a movable body effect during execution of a swing effect, it controls the movable body EY to execute the movable body effect through processing separate from the movable body effect processing. In other words, when the sub-CPU 51 decides to execute a swing effect during the first half of a period in which the state is fluctuating, it controls the movable body EY to execute the movable body effect during that first half. When the sub-CPU 51 decides to execute a swing effect during the second half of a period in which the state is fluctuating, it controls the movable body EY to execute the movable body effect during that second half. In this embodiment, the movable body effect starts with the start of the swing effect and ends with the end of the swing effect. Without being limited to this, the movable body effect may start before or after the start of the swing effect. The movable body effect may end before or after the end of the swing effect. The execution period of the movable body effect and the execution period of the swing effect overlap at least partially.

[0150] In this way, when the swing effect is executed in the latter half of the period in the fluctuating state, the probability of the movable body effect being executed is higher than when the swing effect is executed in the first half of the period in the fluctuating state. Here, in the gaming machine 10, when the swing effect is executed in the fluctuating state, the transparent portion 12 swings, thereby reducing the visibility of the effect symbols visible through the transparent portion 12. On the other hand, as described above, in the gaming machine 10, when the movable body effect is executed in the fluctuating state, the visibility of the effect symbols is reduced. In this way, in the gaming machine 10 of this embodiment, when the swing effect is executed in the fluctuating state, a movable body effect different from the swing effect is executed, thereby reducing the visibility of the effect symbols.

[0151] Next, the effect effect processing performed by the sub-CPU 51 to perform the effect effect will be described. When the sub-CPU 51 determines to perform the swing effect during the fluctuation state in the swing effect processing, it performs the effect effect processing. Note that the effect effect processing is performed after the movable body effect processing is completed.

[0152] In the effect effect processing, if the sub-CPU 51 decides to execute a rocking effect during the fluctuation state, it performs an effect effect lottery to determine whether or not to execute an effect effect during the execution of the rocking effect. If the sub-CPU 51 decides to execute a rocking effect during the first half of the period in the fluctuation state, it performs an effect effect lottery to determine whether or not to execute an effect effect during the execution of the rocking effect. If the sub-CPU 51 decides to execute a rocking effect during the second half of the period in the fluctuation state, it performs an effect effect lottery to determine whether or not to execute an effect effect during the execution of the rocking effect.

[0153] The sub-CPU 51 performs an effect effect lottery so that the probability of an effect effect being executed when a rocking effect is executed during the latter half of the period in the fluctuating state is higher than the probability of an effect effect being executed when a rocking effect is executed during the first half of the period in the fluctuating state. Note that, when the sub-CPU 51 decides to execute a rocking effect during the first half of the period in the fluctuating state, it performs an effect effect lottery so that the probability of executing an effect effect while the rocking effect is being executed is lower than the probability of not executing an effect effect while the rocking effect is being executed. When the sub-CPU 51 decides to execute a rocking effect during the second half of the period in the fluctuating state, it performs an effect effect lottery so that the probability of executing an effect effect while the rocking effect is being executed is higher than the probability of not executing an effect effect while the rocking effect is being executed.

[0154] Furthermore, the sub-CPU 51 performs an effect effect lottery so that the probability of an effect effect being executed is higher when it is decided to execute a movable body effect during execution of a swing effect than when it is decided not to execute a movable body effect during execution of a swing effect. In other words, when a movable body effect is executed when a swing effect is executed, the probability of an effect effect being executed is higher than when a movable body effect is not executed when a swing effect is executed.

[0155] The sub-CPU 51 acquires a random number generated by the random number generation process and determines whether or not to execute an effect effect using the acquired random number and a judgment value for the effect effect lottery. The sub-CPU 51 decides to execute an effect effect if the acquired random number is smaller than the judgment value for the effect effect lottery. The sub-CPU 51 decides not to execute an effect effect if the acquired random number is equal to or greater than the judgment value for the effect effect lottery. The judgment value for the effect effect is larger when it is determined to execute a rocking effect during the latter half of the period in the fluctuation state than when it is determined to execute a rocking effect during the first half of the period in the fluctuation state. Furthermore, the judgment value for the effect effect is larger when it is determined to execute a movable body effect during the execution of a rocking effect than when it is determined not to execute a movable body effect during the execution of a rocking effect.

[0156] When the sub-CPU 51 decides to execute an effect effect during execution of a rocking effect, it controls the effect display device EH to execute the effect effect through processing separate from the effect effect processing. In this embodiment, the effect effect starts when the rocking effect starts and ends when the rocking effect ends. This is not a limitation, and the effect effect may start before or after the rocking effect starts. The effect effect may end before or after the rocking effect ends. The execution period of the effect effect and the execution period of the rocking effect overlap at least partially. In this way, the gaming machine 10 of this embodiment can execute an effect effect different from the movable body effect when the rocking effect is executed during a fluctuation state.

[0157] In addition, the sub-CPU 51 may hide the effect symbols when executing a swing effect during a swing state. If the sub-CPU 51 executes a swing effect during a swing state but does not execute a movable body effect during the execution of the swing effect, it controls the effect display device EH to hide the effect symbols during the execution of the swing effect. Specifically, the sub-CPU 51 controls the effect display device EH to hide the effect symbols of all symbol columns when the swing effect starts. The sub-CPU 51 controls the effect display device EH to hide the effect symbols of all symbol columns until the swing effect ends. For example, in the gaming machine 10, as shown in FIG. 9, when a swing effect is being executed and a movable body effect is not being executed, the effect symbols of all symbol columns are hidden. When the swing effect ends, the sub-CPU 51 controls the effect display device EH to display the effect symbols of all symbol columns. Alternatively, the sub-CPU 51 may hide the effect symbols before the swing effect starts, or after the swing effect starts. The sub-CPU 51 may display the effect symbol again before the end of the swing effect, or may end the effect symbol again after the end of the swing effect. The period in which the effect symbol is not displayed and the execution period of the swing effect overlap at least partially.

[0158] In this way, when the swing effect is executed in the variable state, the gaming machine 10 of this embodiment can reduce the visibility of the effect symbols by hiding the effect symbols. Then, when the effect symbols are hidden, the gaming machine 10 displays the effect symbols again after the swing effect ends.

[0159] Next, the control relating to the initial operation of the movable body EY performed by the sub-CPU 51 will be described. As described above, in the gaming machine 10, when power supply is started, the initial operation of the movable object EY may be performed or may not be performed. If the power supply is cut off while a movable object effect is being executed, the sub-CPU 51 controls the movable object EY to perform the initial operation when power supply is subsequently started. On the other hand, if the power supply is cut off while a movable object effect is not being executed, the sub-CPU 51 does not cause the movable object EY to perform the initial operation even if power supply is subsequently started. Thus, in the gaming machine 10, the initial operation of the movable object EY is performed when power supply is cut off while a movable object effect is being executed. On the other hand, in the gaming machine 10, the initial operation of the movable object EY is not performed when power supply is cut off while a movable object effect is not being executed. The fact that a movable object effect is being executed is an example of the execution condition for the initial operation of the movable object EY being satisfied. The fact that a movable object effect is not being executed is an example of the execution condition for the initial operation of the movable object EY not being satisfied. The gaming machine 10 is configured to be able to execute the initial operation of the movable object EY when the execution condition for the initial operation of the movable object EY is satisfied.

[0160] Next, the control of the initial operation of the oscillating device 14 performed by the sub-CPU 51 will be described. As described above, in the gaming machine 10, when power supply starts, the initial operation of the rocking device 14 may be performed or may not be performed. If the power supply is cut off while a rocking effect is being performed, the sub-CPU 51 controls the rocking device 14 to perform the initial operation when power supply is subsequently started. On the other hand, if the power supply is cut off while a rocking effect is not being performed, the sub-CPU 51 does not cause the rocking device 14 to perform the initial operation even if power supply is subsequently started. Therefore, in the gaming machine 10, when power supply starts, the initial operation of the transparent section 12 may be performed or may not be performed.

[0161] In this way, in the gaming machine 10, if the power supply is cut off while a rocking effect is being performed, the initial operation of the rocking device 14 is performed. On the other hand, in the gaming machine 10, if the power supply is cut off while a rocking effect is not being performed, the initial operation of the rocking device 14 is not performed. In the gaming machine 10, if the power supply is cut off while a rocking effect is being performed, the initial operation of the transmission unit 12 is performed. On the other hand, in the gaming machine 10, if the power supply is cut off while a rocking effect is not being performed, the initial operation of the transmission unit 12 is not performed.

[0162] The fact that the rocking effect is being executed is an example of the execution conditions for the initial operation of the rocking device 14 being met. The fact that the rocking effect is not being executed is an example of the execution conditions for the initial operation of the rocking device 14 not being met. The gaming machine 10 is configured to be able to execute the initial operation of the rocking device 14 when the execution conditions for the initial operation of the rocking device 14 are met. The fact that the rocking effect is being executed is an example of the execution conditions for the initial operation of the transparent section 12 being met. The fact that the rocking effect is not being executed is an example of the execution conditions for the initial operation of the transparent section 12 not being met. The gaming machine 10 is configured to be able to execute the initial operation of the transparent section 12 when the execution conditions for the initial operation of the transparent section 12 are met.

[0163] Next, we will explain the display mode of the performance pattern in the variable state, temporary stop state, fixed stop state, and interval period, the swing mode of the transparent part 12, the execution probability of the swing performance, the execution probability of the movable body performance, and the execution probability of the effect performance.

[0164] As shown in Fig. 13, in the gaming machine 10, when in a variable state, a variable display is performed in which the type of effect symbol changes over time in at least some of the symbol rows. That is, in the gaming machine 10, when in a variable state, at least some of the effect symbols are variable. In the gaming machine 10, when a swing effect is executed in the variable state, the transparent portion 12 swings. The amount of displacement that the transparent portion 12 can be displaced at this time is a displacement amount Y2 (2 mm).

[0165] In the gaming machine 10, when in a temporary stop state, a temporary stop display is performed in which the effect symbols are displayed oscillating. That is, in the gaming machine 10, when in a temporary stop state, the effect symbols are oscillating. The amount of displacement that the effect symbols can be displaced at this time is displacement Y1 (10 mm). In the gaming machine 10, when an oscillating effect is executed in a temporary stop state, the transparent portion 12 oscillates. The amount of displacement that the transparent portion 12 can be displaced at this time is displacement Y2 (2 mm).

[0166] In the gaming machine 10, when in a fixed stop state, a fixed stop display is performed in which the type of effect symbol does not change over time and the effect symbol is fixedly displayed as stopped. In other words, in the gaming machine 10, when in a fixed stop state, the effect symbol is fixedly stopped. In the gaming machine 10, when a swing effect is executed in a fixed stop state, the transparent portion 12 swings. The amount of displacement that the transparent portion 12 can displace at this time is a displacement amount Y2 (2 mm).

[0167] In the gaming machine 10, during an interval period, a fixed stop display is performed in which the type of effect symbol does not change over time and the effect symbol is definitively displayed as a stopped symbol. In other words, in the gaming machine 10, during an interval period, the effect symbol is definitively stopped. In the gaming machine 10, when a swing effect is executed during an interval period, the transparent portion 12 swings. The amount of displacement that the transparent portion 12 can be displaced at this time is a displacement amount Y2 (2 mm).

[0168] In the gaming machine 10, the probability of executing a swing effect increases in the order of "low" < "medium" < "high" as shown in the figure. Specifically, in the gaming machine 10, the probability that it is determined to execute a swing effect during a variable state is higher than the probability that it is determined to execute a swing effect during a temporary stop state. Therefore, in the gaming machine 10, assuming that a predetermined number of effect games have been executed, the number of times that a swing effect is executed during a variable state is likely to be greater than the number of times that a swing effect is executed during a temporary stop state. In other words, in the gaming machine 10, a swing effect is more likely to be executed when the gaming machine is in a variable state than when it is in a temporary stop state.

[0169] In the gaming machine 10, the probability of determining that a swing effect will be executed during a varying state is higher than the probability of determining that a swing effect will be executed during a fixed stop state. Therefore, in the gaming machine 10, assuming that a predetermined number of effect games have been executed, the number of times that a swing effect will be executed during a varying state is likely to be greater than the number of times that a swing effect will be executed during a fixed stop state. In other words, in the gaming machine 10, the swing effect is more likely to be executed during a varying state than during a fixed stop state.

[0170] In the gaming machine 10, the probability that a decision is made to execute a swing effect during a fluctuation state is higher than the probability that a decision is made to execute a swing effect during an interval period. Therefore, in the gaming machine 10, assuming that a predetermined number of effect games have been executed, the number of times that a swing effect is executed during a fluctuation state is likely to be greater than the number of times that a swing effect is executed during an interval period. In other words, in the gaming machine 10, a swing effect is more likely to be executed during a fluctuation state than during an interval period.

[0171] In the gaming machine 10, the probability of determining to execute a shaking effect during a provisional stop state is higher than the probability of determining to execute a shaking effect during a fixed stop state. Therefore, in the gaming machine 10, assuming that a predetermined number of effect games have been executed, the number of times that a shaking effect is executed during a provisional stop state is likely to be greater than the number of times that a shaking effect is executed during a fixed stop state. In other words, in the gaming machine 10, the shaking effect is more likely to be executed during a provisional stop state than during a fixed stop state.

[0172] In the gaming machine 10, the probability that a decision is made to execute a shaking effect during a temporary stop state is higher than the probability that a decision is made to execute a shaking effect during an interval period. Therefore, in the gaming machine 10, assuming that a predetermined number of effect games have been executed, the number of times that a shaking effect is executed during a temporary stop state is likely to be greater than the number of times that a shaking effect is executed during an interval period. In other words, in the gaming machine 10, a shaking effect is more likely to be executed during a temporary stop state than during an interval period.

[0173] In the gaming machine 10, the probability of determining that a shaking effect will be executed during a fixed stop state is the same as the probability of determining that a shaking effect will be executed during an interval period. However, the probability of determining that a shaking effect will be executed during a fixed stop state may be different from the probability of determining that a shaking effect will be executed during an interval period.

[0174] In the gaming machine 10, the probability of executing a movable object effect increases in the order of "low" < "high" shown in the figure. Specifically, in the gaming machine 10, the probability of determining to execute a movable object effect when it is determined to execute a rocking effect during the latter half of the period in the fluctuating state is higher than the probability of determining to execute a movable object effect when it is determined to execute a rocking effect during the first half of the period in the fluctuating state. Therefore, in the gaming machine 10, the number of times a movable object effect is executed when a rocking effect is executed during the latter half of the period in the fluctuating state is likely to be greater than the number of times a movable object effect is executed when a rocking effect is executed during the first half of the period in the fluctuating state. In other words, in the gaming machine 10, the movable object effect is more likely to be executed when a rocking effect is executed during the latter half of the period in the fluctuating state than when a rocking effect is executed during the first half of the period in the fluctuating state.

[0175] In the gaming machine 10, the probability of executing an effect effect increases in the order of "low" < "high" shown in the figure. Specifically, in the gaming machine 10, the probability of determining to execute an effect effect when it is determined to execute a swing effect during the latter half of the period in the variable state is higher than the probability of determining to execute an effect effect when it is determined to execute a swing effect during the first half of the period in the variable state. Therefore, in the gaming machine 10, the number of times an effect effect is executed when a swing effect is executed during the latter half of the period in the variable state is likely to be greater than the number of times an effect effect is executed when a swing effect is executed during the first half of the period in the variable state. In other words, in the gaming machine 10, the effect effect is more likely to be executed when a swing effect is executed during the latter half of the period in the variable state than when a swing effect is executed during the first half of the period in the variable state.

[0176] Furthermore, in the gaming machine 10, the probability that an effect effect will be determined when it is determined that a movable body effect will be executed when a swing effect is executed is higher than the probability that an effect effect will be determined when it is determined that a movable body effect will not be executed when a swing effect is executed. Therefore, in the gaming machine 10, the number of times that an effect effect is executed when both a swing effect and a movable body effect are executed is likely to be greater than the number of times that an effect effect is executed when a swing effect is executed and a movable body effect is not executed. In other words, in the gaming machine 10, an effect effect is more likely to be executed when a movable body effect is executed when a swing effect is executed than when a movable body effect is not executed when a swing effect is executed.

[0177] The effects of the embodiment will be described. (1) In a gaming machine configured to be able to execute a swing effect, it is desirable to execute the swing effect appropriately.

[0178] In the gaming machine 10, the result of the effect game is determined by the effect symbol definitively stopping. In the gaming machine 10, if the transparent portion 12 oscillates when the effect symbol is definitively stopped, it may hinder the visibility of the effect symbol. Therefore, in the gaming machine 10, if the transparent portion 12 oscillates when the effect symbol is definitively stopped, it may make it difficult to determine the result of the effect game. In this embodiment, when a predetermined number of effect games are executed, the probability of the oscillating effect being executed in a fixed stop state is lower than the probability of the oscillating effect being executed in a variable state. Therefore, the frequency of the oscillating portion 12 being oscillated in a fixed stop state is low. As a result, according to this embodiment, it is possible to enjoy the oscillating effect while preventing the result of the effect game from becoming difficult to determine. In this way, according to this embodiment, the oscillating effect can be executed appropriately.

[0179] (2) In the gaming machine 10, a swing effect can be executed when the result of the effect game is a jackpot symbol combination and a jackpot game is awarded. This embodiment allows players hoping for a jackpot game to anticipate the execution of the swing effect, thereby enhancing their interest. Here, in the gaming machine 10, after a predetermined number of effect games have been executed, the probability of the swing effect being executed when the game is in a fixed stop state and a jackpot symbol combination is derived is lower than the probability of the swing effect being executed when the game is in a variable state. Therefore, the transparent portion 12 swings less frequently when the game is in a fixed stop state. This embodiment allows players to enjoy the swing effect while preventing the result of the effect game from becoming difficult to identify.

[0180] (3) In the gaming machine 10, a right-hit notification that can identify the operation mode of the launch handle HD that is advantageous to the player is visible through the transparent portion 12. Therefore, in the gaming machine 10, if the transparent portion 12 were to swing while the right-hit notification is being executed, there is a risk that the visibility of the right-hit notification would be obstructed. In this embodiment, however, during the period in which the right-hit notification is executed during a jackpot game, the swing effect is not executed during at least a portion of the period, including the period from the start of the right-hit notification until a predetermined time has elapsed. As a result, according to this embodiment, the swing effect can be enjoyed while suppressing obstruction to the visibility of the right-hit notification, allowing the player to understand the operation mode of the launch handle HD that is advantageous to the player.

[0181] (4) In the gaming machine 10, if the transparent portion 12 oscillates when the effect symbol is definitely stopped, it may be difficult to determine the outcome of the effect game. However, in this embodiment, when a predetermined number of effect games are executed, the probability that the oscillation effect is executed when the effect symbol is in a definite stop state is lower than the probability that the oscillation effect is executed when the effect symbol is in a provisional stop state. Therefore, the frequency with which the transparent portion 12 oscillates when the effect symbol is in a definite stop state is low. As a result, according to this embodiment, it is possible to prevent the difficulty in determining the outcome of the effect game while still allowing the player to enjoy the oscillation effect. In this way, according to this embodiment, it is possible to appropriately execute the oscillation effect.

[0182] (5) In the gaming machine 10, when a predetermined number of presentation games have been executed, the probability of executing a swing presentation when the game machine is in a fixed stop state and a winning symbol combination is derived is lower than the probability of executing a swing presentation when the game machine is in a provisional stop state. Therefore, the transparent portion 12 swings less frequently when the game machine is in a fixed stop state. As a result, according to this embodiment, it is possible to prevent the result of the presentation game from becoming difficult to determine while still allowing the player to enjoy the swing presentation.

[0183] (6) In the gaming machine 10, the probability of a swing effect being executed decreases in the order of the states of the effect symbols in the effect game: "variable state > temporary stop state > fixed stop state." Therefore, the frequency with which the transparent portion 12 swings when in the fixed stop state is low. As a result, according to this embodiment, it is possible to prevent the result of the effect game from becoming difficult to determine while still allowing the player to enjoy the swing effect.

[0184] (7) In the gaming machine 10, the result of the effect game is determined by the definite stopping of the effect symbols. Then, in the gaming machine 10, the next effect game can be started when an interval period has elapsed after the effect game has ended in a definite stop state. In the gaming machine 10, if the transparent portion 12 oscillates during an interval period, it may lead to the player mistaking that the effect game has not ended or that the next effect game has started. In other words, if the transparent portion 12 oscillates during an interval period, it may lead to the player mistaking that an effect game is being executed, even though it is not. In this embodiment, when a predetermined number of effect games have been executed, the probability of the oscillation effect being executed during an interval period is lower than the probability of the oscillation effect being executed during a variable state. Therefore, the frequency with which the transparent portion 12 oscillates during an interval period is low. This embodiment thus allows the player to enjoy the oscillation effect while preventing the player from mistaking that an effect game is being executed. Thus, this embodiment allows the oscillation effect to be executed appropriately.

[0185] (8) The state of the effect symbols during the interval period includes the same state as when they are in the fixed stop state. This allows the gaming machine 10 to clearly recognize that the effect game has ended. If the transparent portion 12 oscillates during such an interval period, it becomes difficult to recognize the end and start of the effect game. However, in this embodiment, the transparent portion 12 oscillates less frequently during the interval period than when they are in the variable state. As a result, this embodiment allows the player to enjoy the oscillating effect while preventing the end and start of the effect game from becoming difficult to recognize.

[0186] (9) In the gaming machine 10, when a predetermined number of effect games are executed, the probability of executing the swing effect during the interval period after a winning symbol combination is derived as a result of the effect game is lower than the probability of executing the swing effect during the variable state. Therefore, the transparent portion 12 swings less frequently during the interval period. As a result, according to this embodiment, it is possible to prevent the player from mistaking that an effect game is being executed while enjoying the swing effect.

[0187] (10) In the gaming machine 10, if the transparent portion 12 oscillates during an interval period, it may lead to the misconception that an effect game is being executed, even though an effect game is not being executed. In this embodiment, when a predetermined number of effect games are executed, the probability that an oscillation effect is executed during an interval period is lower than the probability that an oscillation effect is executed during a temporary stop state. Therefore, the frequency with which the transparent portion 12 oscillates during an interval period is low. This embodiment thus makes it possible to prevent the misconception that an effect game is being executed while still providing enjoyment from the oscillation effect. In this way, this embodiment allows the oscillation effect to be executed appropriately.

[0188] (11) In the gaming machine 10, when a predetermined number of effect games are executed, the probability of executing a swing effect during a predetermined period after a winning symbol combination is derived as a result of the effect game is lower than the probability of executing a swing effect during a temporary stop state. Therefore, the transparent portion 12 swings less frequently during an interval period. As a result, according to this embodiment, it is possible to prevent the player from mistaking that an effect game is being executed while still enjoying the swing effect.

[0189] (12) The state of the effect symbols during the interval period does not include the same state as when the effect symbols are in the temporary stop state, but includes the same state as when the effect symbols are in the fixed stop state. This allows the gaming machine 10 to clearly recognize that the effect game has ended. If the transparent portion 12 oscillates during such an interval period, it becomes difficult to recognize the end and start of the effect game. In this embodiment, the transparent portion 12 oscillates less frequently during the interval period than when the effect symbols are in the temporary stop state. This allows the player to enjoy the oscillating effect while preventing the end and start of the effect game from becoming difficult to recognize.

[0190] (13) When a presentation game is in a provisional stop state, the presentation symbol may repeatedly displace by a displacement amount Y1. On the other hand, when a presentation game is in a definite stop state, the presentation symbol does not displace but definitely stops. When a swinging effect is being executed, the transparent portion 12 may repeatedly displace by a displacement amount Y2. Here, in the gaming machine 10, the result of the presentation game is determined by the presentation symbol definitely stopping. In the gaming machine 10, if the transparent portion 12 repeatedly displaces when the presentation game is in a definite stop state, it may be mistaken for a provisional stop state. In other words, if the transparent portion 12 swings when the presentation symbol is definitely stopped, it may be mistaken for a provisional stop state even though the result of the presentation game has been determined. In this embodiment, the displacement amount Y2 of the transparent portion 12 due to the swinging effect is smaller than the displacement amount Y1 of the presentation symbol when the game is in a provisional stop state. As a result, according to this embodiment, even if a swinging effect is executed when the game is in a definite stop state, it is possible to prevent the player from mistaking the game for a provisional stop state. Therefore, according to this embodiment, it is possible to prevent the player from mistaking that the result of the effect game has not been derived while still enjoying the effect of the vibration. In this way, according to this embodiment, it is possible to appropriately execute the vibration effect.

[0191] (14) The transparent portion 12 is provided in the front frame 11c where the swinging device 14 is provided. On the other hand, the effect display device EH is provided in the middle frame 11b where the swinging device 14 is not provided. As a result, in this embodiment, it is possible to easily transmit the swinging caused by the swinging device 14 to the transparent portion 12 while suppressing the swinging from being transmitted to the effect display device EH where the effect game is played. Therefore, according to this embodiment, it is possible to enjoy the swinging effect while suppressing the effect pattern from appearing to swing when the effect display device EH swings due to the swinging effect.

[0192] (15) The distance from the rocking device 14 to the effect display device EH is longer than the distance from the rocking device 14 to the transparent portion 12. This makes it possible to prevent the rocking from being transmitted to the effect display device EH on which the effect game is played in the gaming machine 10. Therefore, according to this embodiment, it is possible to prevent the effect symbols from appearing to rock due to the rocking of the effect display device EH caused by the rocking effect while still allowing the player to enjoy the rocking effect.

[0193] (16) In the gaming machine 10, if the transparent portion 12 oscillates during a fixed stop state, the effect symbols appear to oscillate, potentially leading to the misconception that the game is not in a fixed stop state. In other words, if the transparent portion 12 oscillates during a fixed stop state, the effect game result may be misleadingly determined, even though it has been determined. In this embodiment, the probability of a oscillating effect being executed during a fixed stop state is lower than the probability of a oscillating effect being executed during a variable state after a predetermined number of effect games have been executed. Therefore, the frequency with which the transparent portion 12 oscillates during a fixed stop state is low. This embodiment thus allows the enjoyment of the oscillating effect while preventing the misconception that the effect game result has not been determined. In this manner, the oscillating effect can be appropriately executed.

[0194] (17) In the gaming machine 10, if the transparent portion 12 oscillates during a fixed stop state, it may lead to a misunderstanding that the game is in a temporary stop state, where the effect symbols oscillate. In other words, if the transparent portion 12 oscillates during a fixed stop state, it may lead to a misunderstanding that the result of the effect game has not been determined, even though the result has been determined. In this embodiment, when a predetermined number of effect games are executed, the probability of the oscillating effect being executed during a fixed stop state is lower than the probability of the oscillating effect being executed during a temporary stop state. Therefore, the frequency with which the transparent portion 12 oscillates during a fixed stop state is low. This embodiment thus allows the player to enjoy the oscillating effect while preventing the player from being confused that the result of the effect game has not been determined. In this way, this embodiment allows the oscillating effect to be executed appropriately.

[0195] (18) In a gaming machine configured to be able to execute a rocking effect, the execution of the rocking effect may affect events other than the rocking effect, which may reduce the player's interest.

[0196] If the transparent portion 12 oscillates during a variable state in a presentation game, it may cause a sense of incongruity in the currently running presentation game, potentially reducing the player's interest. Furthermore, if a player feels uncomfortable with the presentation game, they may become distracted by the presentation game and be unable to enjoy the oscillation effect, further reducing their interest. In this embodiment, when a oscillation effect is executed during a variable state, a movable body effect different from the oscillation effect is executed, thereby reducing the visibility of the presentation symbols. As a result, according to this embodiment, when a oscillation effect is executed, the player's attention to the presentation game is reduced, reducing the sense of incongruity in the presentation game and allowing the player to enjoy the oscillation effect. Thus, according to this embodiment, the execution of the oscillation effect is prevented from affecting events other than the oscillation effect, thereby preventing a decrease in the player's interest.

[0197] (19) The latter half of the period in which the effect game is in a variable state is closer to the time when the result of the effect game is determined than the former half of the period in which the effect game is in a variable state, and therefore can be said to be a period in which the player's level of attention to the effect game is higher. In the gaming machine 10, when a swing effect is executed in the latter half of the period, the probability of the movable body effect being executed is higher than when a swing effect is executed in the former half of the period. As a result, according to this embodiment, when a swing effect is executed, the movable body effect is executed, thereby reducing the player's level of attention to the effect game, particularly in the latter half of the period when the player's level of attention to the effect game is high, thereby suppressing any sense of discomfort with the effect game and allowing the player to enjoy the swing effect. Furthermore, according to this embodiment, in the former half of the period, when the player's level of attention to the effect game is more likely to be lower than in the latter half of the period, the movable body EY is more likely to be located at the original position GI than in the latter half of the period, and therefore a different way of enjoying the swing effect can be provided.

[0198] (20) In the gaming machine 10, when a swing effect is executed during a variable state in a swing game, the effect symbols may be hidden. According to this embodiment, by hiding the effect symbols, the effect symbols cannot be seen, so that the sense of incongruity in the effect game can be reduced. Then, in the gaming machine 10, when the swing effect ends, the effect symbols are displayed again, so that the effect symbols can be displayed in a situation where they are easy to see. As a result, according to this embodiment, when a swing effect is executed, the sense of incongruity in the effect game can be reduced and the swing effect can be enjoyed.

[0199] (21) When a shaking effect is executed in a fluctuating state, an effect image EC is dynamically displaced, which draws the player's attention to the effect game. Thus, according to this embodiment, when a shaking effect is executed, the player's attention to the effect game is reduced, which reduces the player's sense of incongruity in the effect game and allows the player to enjoy the shaking effect. Thus, according to this embodiment, the execution of the shaking effect can be prevented from affecting events other than the shaking effect, thereby preventing the player's interest from declining.

[0200] (22) In the gaming machine 10, the displacement amount Y2 by which the transparent portion 12 can be displaced as the shaking effect is executed is smaller than the displacement amount Y3 by which the effect image EC can be dynamically displaced. Therefore, according to this embodiment, even if the transparent portion 12 is displaced as the shaking effect is executed, it is possible to prevent the dynamic displacement of the effect image EC from being impeded from being seen. In other words, according to this embodiment, even if the shaking effect is executed, it is possible to prevent the effect effect from being affected.

[0201] (23) In the gaming machine 10, when a movable body effect is executed while a shaking effect is being executed, an effect effect in which the effect image EC is dynamically displaced is likely to be executed, thereby drawing attention to the effect effect as well. Thus, according to the present invention, when a shaking effect is executed, the movable body effect and the effect effect are executed, thereby reducing the player's attention to the effect game, particularly in the second half of the game when the player's attention to the effect game is high, thereby suppressing any sense of discomfort with the effect game and allowing the player to enjoy the shaking effect. Furthermore, according to this embodiment, in the first half of the game, when the player's attention to the effect game is likely to be lower than in the second half of the game, it is more difficult to execute the movable body effect and the effect effect than in the second half of the game, so a different way of enjoying the shaking effect can be provided.

[0202] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The sub-CPU 51 may reduce the size of the display area of ​​the effect symbols when executing a swing effect during the variable state. If the sub-CPU 51 executes a swing effect during the variable state but does not execute a movable body effect during the swing effect, it may control the effect display device EH to reduce the size of the display area of ​​the effect symbols during the swing effect. The sub-CPU 51 does not need to change the size of the display area of ​​the effect symbols during the fixed stop state. Specifically, the sub-CPU 51 may control the effect display device EH to reduce the size of the effect symbols in all symbol rows when the swing effect starts. As a result, in the gaming machine 10, the size of the display area of ​​the effect symbols is reduced during the swing effect during the variable state. The size of the effect symbols in this case may be smaller than the size of the effect symbols in the fixed stop state. Therefore, in the gaming machine 10, the display area of ​​the effect symbols can be reduced during the swing effect during the variable state compared to the fixed stop state. The sub-CPU 51 may control the effect display device EH to display all effect symbols in the symbol rows in a smaller size until the rocking effect ends. For example, in the gaming machine 10, effect symbols smaller than the size of each effect symbol shown in FIG. 7 may be displayed. The sub-CPU 51 may control the effect display device EH to display all effect symbols in the symbol rows in a smaller size after the rocking effect ends. This is not a limitation, and the sub-CPU 51 may reduce the size of the effect symbols before the rocking effect starts, or may reduce the size of the effect symbols after the rocking effect ends. The sub-CPU 51 may reduce the size of the effect symbols before the rocking effect ends, or may reduce the size of the effect symbols after the rocking effect ends. The period during which the size of the effect symbols is reduced and the period during which the rocking effect is performed overlap at least partially. In other words, the period during which the display area of ​​the effect symbols is reduced and the period during which the rocking effect is performed overlap at least partially. In this way, when the gaming machine 10 of this modified example executes a swinging effect while in a fluctuating state, the display area of ​​the effect pattern becomes smaller than when in a fixed stop state, thereby reducing the visibility of the effect pattern.

[0203] According to the above modified example, when a swing effect is executed when the effect game is in a variable state, the display area of ​​the effect symbol may be smaller than when the effect game is in a fixed stop state. According to the above modified example, by reducing the display area of ​​the effect symbol, the visibility of the effect symbol can be reduced, thereby suppressing the sense of incongruity in the effect game. As a result, according to the above modified example, when a swing effect is executed, the sense of incongruity in the effect game can be suppressed and the swing effect can be enjoyed. On the other hand, when the effect game is in a fixed stop state, the size of the display area of ​​the effect symbol does not change, so the visibility of the effect symbol in the fixed stop state can be improved. As a result, according to this modified example, it is possible to make it easier to recognize that the result of the effect game has been derived.

[0204] When executing a rocking effect, the sub-CPU 51 may control the effect display device EH to reduce the size of the display area for the effect symbols while the rocking effect is being executed, regardless of whether a movable body effect is being executed or not. When executing a rocking effect, the sub-CPU 51 may control the effect display device EH to reduce the size of the display area for the effect symbols while the rocking effect is being executed, regardless of whether the period during which the rocking effect is being executed is during a variable state, a temporary stop state, a fixed stop state, or an interval period. In other words, the gaming machine 10 may reduce the display area for the effect symbols when a rocking effect is being executed compared to when a rocking effect is not being executed.

[0205] When executing a rocking effect, the sub-CPU 51 may control the effect display device EH to hide the effect symbols while the rocking effect is being executed, regardless of whether a movable body effect is being executed or not.When executing a rocking effect, the sub-CPU 51 may control the effect display device EH to hide the effect symbols while the rocking effect is being executed, regardless of whether the period during which the rocking effect is being executed is during a variable state, a temporary stop state, a fixed stop state, or an interval period.In other words, the gaming machine 10 may hide the effect symbols when a rocking effect is being executed.

[0206] If the fluctuation pattern is HP14, the rocking effect may not be executed during the fixed stop state. If the fluctuation pattern is HP15, the rocking effect may not be executed during the fixed stop state. In this case, the sub-CPU 51 may hold a rocking effect lottery and decide not to execute the rocking effect during the fixed stop state. The sub-CPU 51 may decide not to execute the rocking effect during the fixed stop state without holding a rocking effect lottery. In this way, when the game is in a fixed stop state, the rocking effect may not be executed, and the probability of the rocking effect being executed may be lower than when the game is in a variable state. Also, when the game is in a fixed stop state, the rocking effect may not be executed, and the probability of the rocking effect being executed may be lower than when the game is in a provisional stop state.

[0207] If the fluctuation pattern is HP14, the oscillation effect may not be executed during the interval period. If the fluctuation pattern is HP15, the oscillation effect may not be executed during the interval period. In this case, the sub-CPU 51 may hold a oscillation effect lottery and determine that the oscillation effect will not be executed during the interval period. The sub-CPU 51 may not hold a oscillation effect lottery and determine that the oscillation effect will not be executed during the interval period. In this way, if it is an interval period, the oscillation effect may not be executed, and the probability of the oscillation effect being executed may be lower than if it is in the fluctuation state. Also, if it is an interval period, the oscillation effect may not be executed, and the probability of the oscillation effect being executed may be lower than if it is in the temporary stop state.

[0208] If the fluctuation pattern is HP11, a swing effect may be executed during the fluctuation state. If the fluctuation pattern is HP12, a swing effect may be executed during the fluctuation state. In this case, the sub-CPU 51 may perform a swing effect lottery to determine whether or not to execute a swing effect during the fluctuation state. The sub-CPU 51 may perform a swing effect lottery so that the probability of executing a swing effect during the fluctuation state in the case of fluctuation pattern HP12 is lower than the probability of executing a swing effect during the fluctuation state in the case of any of fluctuation patterns HP13 to HP15. The sub-CPU 51 may perform a swing effect lottery so that the probability of executing a swing effect during the fluctuation state in the case of fluctuation pattern HP11 is lower than the probability of executing a swing effect during the fluctuation state in the case of any of fluctuation patterns HP12 to HP15.

[0209] If the variation pattern is HP11, a rocking effect may be executed during the temporary stop state. If the variation pattern is HP12, a rocking effect may be executed during the temporary stop state. If the variation pattern is HP13, a rocking effect may be executed during the temporary stop state. In this case, the sub-CPU 51 may perform a rocking effect lottery to determine whether or not to execute a rocking effect during the temporary stop state. The sub-CPU 51 may perform a rocking effect lottery so that the probability of executing a rocking effect during the temporary stop state is lower than the probability of executing a rocking effect during the variation state. The sub-CPU 51 may perform a rocking effect lottery so that the probability of executing a rocking effect during the temporary stop state in the case of variation pattern HP13 is lower than the probability of executing a rocking effect during the temporary stop state in the case of either variation pattern HP14 or HP15. The sub-CPU 51 may perform a swing effect lottery so that the probability that a swing effect will be executed during the temporary stop state in the case of variation pattern HP12 is lower than the probability that a swing effect will be executed during the temporary stop state in the case of any of variation patterns HP13 to HP15. The sub-CPU 51 may perform a swing effect lottery so that the probability that a swing effect will be executed during the temporary stop state in the case of variation pattern HP11 is lower than the probability that a swing effect will be executed during the temporary stop state in the case of any of variation patterns HP12 to HP15.

[0210] If the fluctuation pattern is HP11, a rocking effect may be executed during the fixed stop state. If the fluctuation pattern is HP12, a rocking effect may be executed during the fixed stop state. If the fluctuation pattern is HP13, a rocking effect may be executed during the fixed stop state. In this case, the sub-CPU 51 may perform a rocking effect lottery to determine whether or not to execute a rocking effect during the fixed stop state. The sub-CPU 51 may perform a rocking effect lottery so that the probability of executing a rocking effect during the fixed stop state is lower than the probability of executing a rocking effect during the fluctuation state. The sub-CPU 51 may perform a rocking effect lottery so that the probability of executing a rocking effect during the fixed stop state is lower than the probability of executing a rocking effect during the provisional stop state. The sub-CPU 51 may perform a rocking effect lottery so that the probability of executing a rocking effect during the fixed stop state in the case of fluctuation pattern HP13 is lower than the probability of executing a rocking effect during the fixed stop state in the case of either fluctuation pattern HP14 or HP15. The sub-CPU 51 may perform a swing effect lottery so that the probability that a swing effect will be executed during the fixed stop state in the case of variation pattern HP12 is lower than the probability that a swing effect will be executed during the fixed stop state in the case of any of variation patterns HP13 to HP15. The sub-CPU 51 may perform a swing effect lottery so that the probability that a swing effect will be executed during the fixed stop state in the case of variation pattern HP11 is lower than the probability that a swing effect will be executed during the fixed stop state in the case of any of variation patterns HP12 to HP15.

[0211] If the fluctuation pattern is HP11, a swing effect may be executed during the interval period. If the fluctuation pattern is HP12, a swing effect may be executed during the interval period. If the fluctuation pattern is HP13, a swing effect may be executed during the interval period. In this case, the sub-CPU 51 may perform a swing effect lottery to determine whether or not to execute a swing effect during the interval period. The sub-CPU 51 may perform a swing effect lottery so that the probability of executing a swing effect during the interval period is lower than the probability of executing a swing effect during the fluctuation state. The sub-CPU 51 may perform a swing effect lottery so that the probability of executing a swing effect during the interval period is lower than the probability of executing a swing effect during the temporary stop state. The sub-CPU 51 may perform a swing effect lottery so that the probability of executing a swing effect during the interval period in the case of fluctuation pattern HP13 is lower than the probability of executing a swing effect during the interval period in the case of either fluctuation pattern HP14 or HP15. The sub-CPU 51 may perform a swing effect lottery so that the probability that a swing effect will be executed during an interval period in the case of variation pattern HP12 is lower than the probability that a swing effect will be executed during an interval period in the case of any of variation patterns HP13 to HP15. The sub-CPU 51 may perform a swing effect lottery so that the probability that a swing effect will be executed during an interval period in the case of variation pattern HP11 is lower than the probability that a swing effect will be executed during an interval period in the case of any of variation patterns HP12 to HP15.

[0212] The probability of executing a swing effect may be changed as appropriate. For example, in the case of the variation patterns HP14 and HP15, the sub-CPU 51 may perform a swing effect lottery so that the probability of executing a swing effect during an interval period is higher than the probability of executing a swing effect during a fixed stop state. In other words, when a predetermined number of effect games have been executed, the probability of executing a swing effect during an interval period may be higher than the probability of executing a swing effect during a fixed stop state.

[0213] If the sub-CPU 51 decides to execute a swing effect during the first half of the period in the variable state, it may decide to execute a movable body effect while the swing effect is being executed. In this case, the sub-CPU 51 may hold a lottery for a swing effect and decide to execute a movable body effect while the swing effect is being executed. The sub-CPU 51 may decide to execute a movable body effect while the swing effect is being executed without holding a lottery for a swing effect.

[0214] If the sub-CPU 51 decides to execute a swing effect during the latter half of the period in the variable state, it may decide to execute a movable body effect while the swing effect is being executed. In this case, the sub-CPU 51 may hold a lottery for a swing effect and decide to execute a movable body effect while the swing effect is being executed. The sub-CPU 51 may decide to execute a movable body effect while the swing effect is being executed without holding a lottery for a swing effect.

[0215] The moving body effect may be executable when a rocking effect is executed during a temporary stop state. The moving body effect may be executable when a rocking effect is executed during a fixed stop state. The moving body effect may be executable when a rocking effect is executed during an interval period. The moving body effect may be executable when a rocking effect is executed during a jackpot game.

[0216] When executing a swing effect, the sub-CPU 51 may set a swing effect time that is different between when a movable body effect is executed and when a movable body effect is not executed. For example, when executing a swing effect, the sub-CPU 51 may set a swing effect time that is longer when a movable body effect is executed than when a movable body effect is not executed.

[0217] The rocking performance time may be changed as appropriate. For example, the rocking performance time may be longer in the following order: "during the confirmed stopped state" < "during the interval period" < "first half of the fluctuation state" < "second half of the fluctuation state" < "during the temporary stopped state". For example, the rocking performance time may be longer in the following order: "during the first half of the fluctuation state" < "second half of the fluctuation state" < "during the temporary stopped state" < "during the confirmed stopped state" < "interval period". The rocking performance time during the confirmed stopped state may be longer or shorter than the total transparent part displacement time. The rocking performance time during the interval period may be longer or shorter than the total transparent part displacement time. The rocking performance time during the temporary stopped state may be longer or shorter than the total transparent part displacement time. The rocking performance time during the first half of the fluctuation state may be longer or shorter than the total transparent part displacement time. The rocking performance time during the second half of the fluctuation state may be longer or shorter than the total transparent part displacement time.

[0218] The fixed stop time may be different depending on the type of fluctuation pattern. The fixed stop time may be the same regardless of the type of fluctuation pattern. The fixed stop time may be less than 500 ms or more than 500 ms. For example, the fixed stop time may be the time it takes for an interrupt process to measure the fixed stop time to be executed a predetermined number of times. In other words, the special game and the effect game may end when the interrupt process has been executed a predetermined number of times after the variable time has elapsed. The fixed stop time is preferably the time that allows the player to recognize that the special symbol and the effect symbol are displayed as fixed and stopped.

[0219] The gaming machine 10 does not need to have an interval period. In other words, in the gaming machine 10, even if the special game and the effect game end, the interval period does not need to start. If the special symbol displayed as a fixed stop is a jackpot symbol, the main CPU 42 may execute a jackpot game process after the fixed stop time has elapsed. If the special symbol displayed as a fixed stop is a losing symbol, the main CPU 42 may start a new special game and effect game after the fixed stop time has elapsed.

[0220] The sub-CPU 51 may control the effect display device EH so that, after the effect game is ended, the effect symbols are displayed in a manner different from the fixed stop display for part or all of the interval period. In this case, the sub-CPU 51 may control the effect display device EH so that, after the effect game is ended, the effect symbols are displayed in a manner different from the fixed stop display. The sub-CPU 51 may control the effect display device EH so that, after the effect game is ended, the effect symbols are not displayed for part or all of the interval period. In this case, the sub-CPU 51 may control the effect display device EH so that, after the effect game is ended, the effect symbols are not displayed for part or all of the interval period.

[0221] The temporary stop time may be changed as appropriate. For example, the temporary stop time may be increased in the following order: "Variation pattern HP11" < "Variation pattern HP12" < "Variation pattern HP13" < "Variation pattern HP14" < "Variation pattern HP15". For example, the temporary stop time may be increased in the following order: "Variation pattern HP11" < "Variation pattern HP12" < "Variation pattern HP14" < "Variation pattern HP13" < "Variation pattern HP15". The temporary stop time in some of the variation patterns HP11 to HP15 may be less than the total symbol shift time. For example, the temporary stop time in variation pattern HP12 may be shorter than the total symbol shift time. The temporary stop time in all of the variation patterns HP11 to HP15 may be longer than the total symbol shift time.

[0222] The displacement amount Y1 may be a value less than 10 mm or a value greater than 10 mm. The displacement amount Y2 may be a value less than 2 mm or a value greater than 2 mm. The displacement amount Y3 may be a value less than 15 mm or a value greater than 15 mm. The displacement amount Y2 is preferably smaller than the displacement amount Y1. The displacement amount Y2 is preferably smaller than the displacement amount Y3. The displacement amount Y1 is preferably a displacement amount that does not cause the player to mistakenly recognize that a fixed stop is being displayed. The displacement amount Y2 is preferably a displacement amount that allows the player to recognize that the transparent portion 12 is swinging. The displacement amount Y2 is preferably a displacement amount that allows the player to recognize that the effect image EC is dynamically displacing.

[0223] The displacement amount Y1 may be the average displacement amount by which each effect pattern can be displaced in the vertical direction. The displacement amount Y2 may be the average displacement amount by which the transparent portion 12 can be displaced as the swinging effect is executed. The displacement amount Y3 may be the average displacement amount by which the effect image EC can be displaced as the effect effect is executed. The displacement amount Y2 may be smaller than the displacement amount Y1. The displacement amount Y2 may be smaller than the displacement amount Y3.

[0224] The temporary stop display is not limited to a display in which the effect symbol swings up and down. The temporary stop display may be a display mode different from the fixed stop display, and may be a display mode that allows the player to recognize that the effect symbol is moving. For example, the temporary stop display may be a display in which the effect symbol swings left and right. For example, the temporary stop display may be a display in which the effect symbol swings in the depth direction. For example, the temporary stop display may be a display in which the effect symbol swings up and down and left and right. The temporary stop display may be a display in which the effect symbol swings in one or more directions.

[0225] The rocking effect is not limited to being performed by the rocking device 14 rocking in the up-down direction. In other words, the rocking effect is not limited to the transparent portion 12 rocking in the up-down direction. The rocking effect may be in a manner that allows the player to recognize that the transparent portion 12 is moving. For example, the rocking effect may be in a manner in which the transparent portion 12 rocks in the left-right direction. For example, the rocking effect may be in a manner in which the transparent portion 12 rocks in the depth direction. For example, the rocking effect may be in a manner in which the transparent portion 12 rocks in the up-down direction and the left-right direction. The rocking effect may be in a manner in which the transparent portion 12 rocks in one or more directions.

[0226] The swing effect may be executable across part or all of the variable state, temporary stop state, fixed stop state, interval period, and jackpot game. For example, the swing effect may be executable across the variable state and the temporary stop state. In this case, the swing effect will continue to be executed even after the variable state ends and the temporary stop state is entered after the variable state has started. For example, the swing effect may be executable across the temporary stop state and the fixed stop state. In this case, the swing effect will continue to be executed even after the temporary stop state ends and the fixed stop state is entered after the variable state has started.

[0227] The effect effect is not limited to a display in which the effect image EC is dynamically displaced in the up-down direction. The effect effect may be a display mode that allows the player to recognize that the effect image EC is dynamically displacing. For example, the effect effect may be a display in which the effect image EC is dynamically displaced in the left-right direction. For example, the effect effect may be a display in which the effect image EC is dynamically displaced in the depth direction. For example, the effect effect may be a display in which the effect image EC is dynamically displaced in the up-down direction and the left-right direction. The effect effect may be a display in which the effect image EC is dynamically displaced in one or more directions.

[0228] The effect effect may be executable when a rocking effect is executed during a temporary stop state. The effect effect may be executable when a rocking effect is executed during a fixed stop state. The effect effect may be executable when a rocking effect is executed during an interval period. The effect effect may be executable when a rocking effect is executed during a jackpot game.

[0229] The start and end timings of the right-hit notification may be changed as appropriate. For example, the sub-CPU 51 may control the effect display device EH, decorative lamp LA, and speaker SP to start the right-hit notification when the first round command is input. The sub-CPU 51 may also control the effect display device EH, decorative lamp LA, and speaker SP to end the right-hit notification when a predetermined time has elapsed since the right-hit notification started.

[0230] The sub-CPU 51 may control the rocking device 14 to execute a rocking effect after the right-hit notification has ended during a jackpot game. The sub-CPU 51 may control the rocking device 14 to execute a rocking effect during the execution of the right-hit notification, which is before a predetermined time has elapsed since the start of the right-hit notification, during a jackpot game. The sub-CPU 51 may control the rocking device 14 not to execute a rocking effect during a jackpot game, at least during a period including the start timing of the right-hit notification.

[0231] In the gaming machine 10, a swing effect may be executed during a jackpot game based on a normal symbol. Even in this case, the swing effect may not be executed during at least a part of the period during which the right-hit notification is executed during the jackpot game, including the period from the start of the right-hit notification until the predetermined time has elapsed.

[0232] The swinging effect time during a jackpot game may be longer than the swinging effect time during the first half of the fluctuation state. The swinging effect time during a jackpot game may be longer than the swinging effect time during the second half of the fluctuation state.

[0233] The gaming machine 10 may be configured to display a warning about addiction on the effect display device EH during part or all of the variable state, temporary stop state, fixed stop state, interval period, and jackpot game. The warning about addiction may be displayed on the effect display device EH across part or all of the variable state, temporary stop state, fixed stop state, interval period, and jackpot game. The sub-CPU 51 may lower the probability of executing a swing effect when displaying a warning about addiction compared to when a warning about addiction is not displayed. In other words, the gaming machine 10 may be configured to execute a swing effect less frequently while a warning about addiction is displayed. The sub-CPU 51 may control the swing device 14 not to execute a swing effect when displaying a warning about addiction. In other words, the gaming machine 10 may be configured not to execute a swing effect while a warning about addiction is displayed. When a predetermined number of presentation games have been executed, the probability that the shaking presentation will be executed when a warning about addiction is not displayed may be higher than the probability that the shaking presentation will be executed when a warning about addiction is displayed.

[0234] The condition for executing the initial operation of the movable body EY may be satisfied when the number of times the power supply is interrupted reaches a predetermined number, instead of or in addition to the movable body performance being executed. In other words, the gaming machine 10 may be configured to be able to execute the initial operation of the movable body EY each time the power supply is interrupted a predetermined number of times. Reaching the predetermined number of times the power supply is interrupted is an example of the condition for executing the initial operation of the movable body EY being satisfied.

[0235] The execution condition for the initial action of the movable body EY may be satisfied when a secondary initialization process is performed instead of or in addition to the movable body effect being executed. In other words, the gaming machine 10 may be configured to be able to execute the initial action of the movable body EY when various information stored in the secondary RWM 53 is initialized. The initialization of various information stored in the secondary RWM 53 is an example of the execution condition for the initial action of the movable body EY being satisfied.

[0236] The condition for executing the initial operation of the rocking device 14 may be satisfied when the number of times the power supply is interrupted reaches a predetermined number, instead of or in addition to the rocking effect being executed. In other words, the gaming machine 10 may be configured to be able to execute the initial operation of the rocking device 14 every time the power supply is interrupted a predetermined number of times. The number of times the power supply is interrupted reaches a predetermined number is an example of the condition for executing the initial operation of the rocking device 14 being satisfied.

[0237] The execution condition for the initial operation of the rocking device 14 may be satisfied when a secondary initialization process is performed instead of or in addition to the rocking effect being executed. In other words, the gaming machine 10 may be configured to be able to execute the initial operation of the rocking device 14 when various pieces of information stored in the secondary RWM 53 are initialized. The initialization of various pieces of information stored in the secondary RWM 53 is an example of the execution condition for the initial operation of the rocking device 14 being satisfied.

[0238] The condition for executing the initial operation of the transparent unit 12 may be satisfied when the number of times the power supply is interrupted reaches a predetermined number, instead of or in addition to the fact that the shaking effect is being performed. In other words, the gaming machine 10 may be configured to be able to execute the initial operation of the transparent unit 12 every time the power supply is interrupted a predetermined number of times. The number of times the power supply is interrupted reaches a predetermined number is an example of the condition for executing the initial operation of the transparent unit 12 being satisfied.

[0239] The execution condition for the initial operation of the transparent unit 12 may be satisfied when a secondary initialization process is performed instead of or in addition to the rocking effect being executed. In other words, the gaming machine 10 may be configured to be able to execute the initial operation of the transparent unit 12 when various pieces of information stored in the secondary RWM 53 are initialized. The initialization of various pieces of information stored in the secondary RWM 53 is an example of the execution condition for the initial operation of the transparent unit 12 being satisfied.

[0240] A reach may be formed by displaying the same effect symbol in a specific symbol column in a manner different from the temporary stop display. In other words, in the effect display device EH, the effect symbols in the left symbol column HZ and the right symbol column MZ may be displayed in a manner different from the temporary stop display to form a reach. For example, in the effect display device EH, the effect symbols in the left symbol column HZ and the right symbol column MZ may be displayed in an operating manner different from the temporary stop display to form a reach. For example, in the effect display device EH, the effect symbols in the left symbol column HZ and the right symbol column MZ may be displayed as fixed stops to form a reach.

[0241] The type of fluctuation pattern and the fluctuation time of the fluctuation pattern may be changed as appropriate. Pachinko gaming machines that can be controlled to a high probability state include those that maintain the high probability state until the drop lottery is won (drop machine) and those that maintain the high probability state until the next jackpot game. Pachinko gaming machines that can be controlled to a high probability state also include those that maintain the high probability state when the game ball passes through a specific area (V probability variable machine). A pachinko gaming machine may be embodied in any of these specifications. A pachinko gaming machine may also be a pachinko gaming machine with a specification that combines the drop machine and V probability variable machine described above. A pachinko gaming machine may also be a pachinko gaming machine with a specification that can be controlled to a state (so-called small jackpot rush) in which the number of times (frequency) a small jackpot is won per unit time or the number of times (frequency) a small jackpot game is awarded per unit time is increased compared to the normal state. The pachinko gaming machine may also be embodied as a pachinko gaming machine that has a jackpot game that shifts based on winning a jackpot in a winning lottery and a jackpot game that shifts based on the game ball passing through a specific area (a so-called type 1 / type 2 mixed machine).The pachinko gaming machine may also be embodied as a pachinko gaming machine that does not have a winning lottery and has a jackpot game that shifts based on the game ball passing through a specific area.

[0242] The special game may be displayed on the effect display device EH. In this case, the effect game may be displayed or not. The first special game and the second special game may be executed in the order of the reserved games, or may be executed simultaneously in parallel.

[0243] The effect display device EH may execute a specific game that is different from the special game and the effect game. The specific games may include a first specific game corresponding to the first special game and a second specific game corresponding to the second special game. The symbol used in the first specific game (the so-called fourth symbol) changes when the first special game starts, and is fixed and displayed when the variable display of the first special game ends. The symbol used in the second specific game (the so-called fifth symbol) changes when the second special game starts, and is fixed and displayed when the variable display of the second special game ends.

[0244] The gaming machine 10 may be equipped with an effect operation means that can be operated by a player. The effect operation means may be a button type that can be pressed, a touch sensor type, or a lever type. The effect operation means may be provided on the front frame 11c. The sub-CPU 51 may be capable of inputting a detection signal that is output when the effect operation means is operated. The gaming machine 10 may be capable of executing a swing effect in which the effect operation means swings. The gaming machine 10 may be configured so that the transparent portion 12 can swing in conjunction with the execution of a swing effect in which the effect operation means swings. Not limited to this, the gaming machine 10 may be configured so that the transparent portion 12 can swing in conjunction with the execution of a swing effect in which a predetermined means different from the effect operation means and the transparent portion 12 swings.

[0245] The transmission section 12 may be configured to be displaceable together with the support section 20, or the support section 20 may be configured to be displaceable without the transmission section 12 being displaceable. The gaming machine 10 may include an elastic member between the transparent portion 12 and the support portion 20. The support portion 20 and the elastic member may be configured separately. The support portion 20 and the elastic member may be configured integrally. The transparent portion 12 and the elastic member may be configured integrally.

[0246] The gaming machine 10 may be equipped with a plurality of rocking devices 14. For example, the gaming machine 10 may be configured so that the number of rocking operations varies depending on the number of rocking devices 14 to be rocked. For example, the gaming machine 10 may be configured so that the number of rocking operations varies depending on the type of rocking device 14 to be rocked. For example, the gaming machine 10 may be configured so that the rocking amplitude varies depending on the number of rocking devices 14 to be rocked. For example, the gaming machine 10 may be configured so that the rocking amplitude varies depending on the type of rocking device 14 to be rocked.

[0247] "Swing" and "vibration" both mean "to move or shake." Therefore, swinging can be understood as vibrating. Therefore, the swinging device 14 may function as a vibration means capable of vibrating. In this case, the number of swings corresponds to the number of vibrations, and the swing width corresponds to the amplitude. The swing effect can be understood as a vibration effect. In this way, the gaming machine 10 may be configured so that the transparent section 12 can vibrate as the vibration effect is executed.

[0248] The position at which the oscillating device 14 is provided may be changed as appropriate. The position at which the oscillating device 14 is provided may be a position at which the oscillating device 14 oscillates the transparent portion 12. The position at which the oscillating device 14 is provided may be a position at which the oscillating device 14 can come into contact with the transparent portion 12 and the oscillation of the oscillating device 14 is directly transmitted to the transparent portion 12. The position at which the oscillating device 14 is provided may be a position at which the oscillating device 14 does not come into contact with the transparent portion 12 but the oscillation of the oscillating device 14 is indirectly transmitted to the transparent portion 12. For example, the gaming machine 10 may be configured such that a predetermined member is provided between the oscillating device 14 and the transparent portion 12 and the oscillation is transmitted to the transparent portion 12 via the predetermined member. For example, the gaming machine 10 may be configured such that the oscillating device 14 oscillates the transparent portion 12 when the front frame 11c oscillates. That is, the gaming machine 10 is preferably configured so that the transmitting section 12 swings as a result of the swinging device 14 swinging.

[0249] The above embodiment may be embodied in a pachinko gaming machine in which a virtual medium composed of electronic data is dispensed when a gaming ball is dispensed. That is, the above embodiment may be embodied in a pachinko gaming machine in which no physical gaming medium is dispensed (a so-called controlled gaming machine). Such a pachinko gaming machine is configured to convert a gaming ball into a launchable gaming ball by using the virtual medium and to be able to launch the gaming ball.

[0250] The functions of the main control board 40 may be realized by dividing them among multiple boards. The main control board 40 may be composed of multiple CPUs mounted on a single board. The functions of the sub-control board 50 may be realized by dividing them among multiple boards. For example, a pachinko gaming machine may be equipped with a display board that specializes in controlling the performance display device EH, a lamp board that specializes in controlling the decorative lamps LA, and an audio board that specializes in controlling the speaker SP, and may further be equipped with a master board that controls these boards in an integrated manner. Furthermore, the sub-CPU 51 may be composed of multiple CPUs mounted on a single board.

[0251] In the above embodiment, the gaming machine is a pachinko gaming machine, but the present invention is not limited to this and may be configured as a slot machine. In a slot machine, gaming medals are used as gaming media, and various lotteries, such as a winning combination, are conducted by operating a start lever, and the reels rotate, starting a variable game. Multiple types of symbols are printed on the reels. The reels rotate downward. The reels are configured to be visible through a transparent portion. The winning combination is a lottery conducted by a CPU provided in the slot machine. In a slot machine, the rotation of the reels is stopped by operating a stop button, and the symbols are stopped definitively. In a slot machine, when all the reels stop, the variable game ends, and a prize is awarded according to the symbol combination that aligns the active line. In addition, in a slot machine, various effects are executed during the variable game. The winning combinations in the combination lottery include a payout combination that awards game medals as a prize, a replay combination that awards a replay as a prize, and a bonus combination that awards a bonus game (a so-called continuous role-operating device). Some slot machine gaming machines also have an AT (so-called assist time) state, which is a gaming state in which it is easier to win game medals by being notified of the operation mode (e.g., the order in which the stop buttons are pressed). In these slot machine gaming machines, there are other gaming states that differ from the AT state, such as a normal state and a CZ (so-called chance zone) state in which it is easier to win the AT lottery than in the normal state. The AT lottery is conducted by the CPU installed in the slot machine.

[0252] The slot machine in the above modified example may be a gaming machine that uses gaming media other than gaming medals. For example, it may be embodied as a gaming machine that uses gaming balls (pachinko balls) as gaming media. Alternatively, the gaming media may be managed by data (information). In other words, the slot machine may be a so-called managed gaming machine. In other words, the slot machine in the above modified example may be embodied as a slot machine that allows play without using physical gaming media (so-called medalless slot machine). Such a slot machine is configured to allow play by using gaming media (virtual media) managed by data.

[0253] The technical ideas that can be understood from each embodiment and modified example will be described. (Appendix 1-1) A gaming machine capable of executing a variable game using a predetermined symbol and configured so that the variable game can be viewed through a transparent part, the gaming machine is equipped with a swingable swing means and a performance control means capable of executing control related to the execution of a performance, and the states related to the predetermined symbol in the variable game include a variable state in which at least some of the predetermined symbol fluctuates and a specific stop state in which the predetermined symbol definitively stops, and in the variable game, the result of the variable game is derived by the predetermined symbol definitively stopping, and the performance includes a swing performance that can be executed by swinging the swing means, and the transparent part can swing as the swing performance is executed, and when a predetermined number of variable games have been executed, the probability of the swing performance being executed when in the variable state is higher than the probability of the swing performance being executed when in the specific stop state.

[0254] (Appendix 1-2) A gaming machine described in (Appendix 1-1) in which it is possible to specify that when a special result is derived as a result of a variable game, the machine will be controlled to an advantageous state, and when the specific stop state is reached and the special result is derived, the swinging effect can be executed, and when a predetermined number of variable games have been played, the probability of the swinging effect being executed when the machine is in the variable state is higher than the probability of the swinging effect being executed when the specific stop state is reached and the special result is derived.

[0255] (Appendix 1-3) A gaming machine as described in (Appendix 1-1) or (Appendix 1-2), which is equipped with an alarm means capable of executing a predetermined alarm and an operation means operable by a player, and which is capable of specifying that the machine will be controlled to an advantageous state when a special result is derived as a result of a variable game, and in which a specific alarm is executed in which the operation mode of the operation means that is advantageous to the player can be specified, and which is visible through the transparent portion, and in which the shaking effect is not executed during at least a portion of the period during which the specific alarm is executed in the advantageous state, including the period from the start of the specific alarm until a predetermined time has elapsed.

[0256] (Appendix 1-4) A gaming machine described in any of the appendices (Appendix 1-1) to (Appendix 1-3), in which when the specific stop state is in, the shaking effect is not executed, and the probability of the shaking effect being executed is lower than when the variable state is in.

[0257] (Appendix 2-1) A gaming machine capable of executing a variable game using a predetermined symbol and configured so that the variable game can be viewed through a transparent part, the gaming machine comprising: a swingable swing means; and a performance control means capable of executing control related to the execution of a performance; the states related to the predetermined symbol in the variable game include a variable state in which at least some of the predetermined symbol fluctuate, a special stop state in which the predetermined symbol swings, and a specific stop state in which the predetermined symbol definitively stops; in the variable game, the result of the variable game is derived by the predetermined symbol definitively stopping; the performance includes a swing performance that can be executed by swinging the swing means; the transparent part can swing as the swing performance is executed; and when a predetermined number of variable games have been executed, the probability that the swing performance will be executed when in the special stop state is higher than the probability that the swing performance will be executed when in the specific stop state.

[0258] (Appendix 2-2) A gaming machine described in (Appendix 2-1) in which it is possible to specify that when a special result is derived as a result of a variable game, the machine will be controlled to an advantageous state, and when the specific stop state is reached and the special result is derived, the swinging effect can be executed, and when a predetermined number of variable games have been played, the probability of the swinging effect being executed when the special stop state is reached is higher than the probability of the swinging effect being executed when the specific stop state is reached and the special result is derived.

[0259] (Appendix 2-3) A gaming machine described in (Appendix 2-2) in which, when a predetermined number of variable games have been played, the probability that the swinging effect will be executed when in the variable state is higher than the probability that the swinging effect will be executed when in the special stop state.

[0260] (Appendix 2-4) A gaming machine described in any of appendices (Appendix 2-1) to (Appendix 2-3), in which when the specific stop state is in, the shaking effect is not executed, and the probability of the shaking effect being executed is lower than when the special stop state is in.

[0261] (Appendix 3-1) A gaming machine capable of executing a variable game using a predetermined symbol and configured so that the variable game can be viewed through a transparent part, the gaming machine is equipped with a swingable swing means and a swing effect control means capable of executing control related to the execution of effects, and the states related to the predetermined symbols in the variable game include a variable state in which at least some of the predetermined symbols vary, and a specific stop state in which the predetermined symbols definitively stop, and in the variable game, the result of the variable game is derived when the predetermined symbols definitively stop, and when a predetermined period has passed after the variable game has ended in the specific stop state, the next variable game can be started, and the effects include a swing effect that can be executed by swinging the swing means, and the transparent part can swing as the swing effect is executed, and when a predetermined number of variable games have been executed, the probability that the swing effect will be executed when in the variable state is higher than the probability that the swing effect will be executed when in the predetermined period.

[0262] (Appendix 3-2) A gaming machine as described in (Appendix 3-1) in which the state relating to the specified pattern during the specified period includes the same state as when the specific stop state is in effect. (Appendix 3-3) A gaming machine described in (Appendix 3-1) or (Appendix 3-2), in which it is possible to specify that when a special result is derived as a result of a variable game, the machine will be controlled to an advantageous state, and the swing effect can be executed during the specified period after the special result is derived as a result of the variable game, and when a specified number of variable games have been executed, the probability of the swing effect being executed when the machine is in the variable state is higher than the probability of the swing effect being executed during the specified period after the special result is derived as a result of the variable game.

[0263] (Appendix 3-4) A gaming machine described in any of appendices (Appendix 3-1) to (Appendix 3-3), in which the rocking effect is not executed during the specified period, and the probability of the rocking effect being executed is lower than when in the variable state.

[0264] (Appendix 4-1) A gaming machine capable of executing a variable game using a predetermined symbol and configured so that the variable game can be viewed through a transparent part, the gaming machine is equipped with a swingable swing means and a swing effect control means capable of executing control related to the execution of effects, and the states related to the predetermined symbols in the variable game include a variable state in which at least some of the predetermined symbols vary, a special stop state in which the predetermined symbols swing, and a specific stop state in which the predetermined symbols definitively stop, and in the variable game, the result of the variable game is derived when the predetermined symbols definitively stop, and when a predetermined period has passed after the variable game has ended in the specific stop state, the next variable game can be started, and the effects include a swing effect that can be executed by swinging the swing means, and the transparent part can swing as the swing effect is executed, and when a predetermined number of variable games have been executed, the probability that the swing effect will be executed when the special stop state is in effect is higher than the probability that the swing effect will be executed when the predetermined period is in effect.

[0265] (Appendix 4-2) A gaming machine as described in (Appendix 4-1), in which it is possible to specify that when a special result is derived as a result of a variable game, the machine will be controlled to an advantageous state, and the swinging effect can be executed during the specified period after the special result is derived as a result of the variable game, and when a specified number of variable games have been executed, the probability that the swinging effect will be executed when in the special stop state is higher than the probability that the swinging effect will be executed during the specified period after the special result is derived as a result of the variable game.

[0266] (Appendix 4-3) The state relating to the specified pattern during the specified period does not include the same state as when the special stop state is in effect, but includes the same state as when the specific stop state is in effect. (Appendix 4-1) or (Appendix 4-2) A gaming machine as described in.

[0267] (Appendix 4-4) A gaming machine described in any of appendices (Appendix 4-1) to (Appendix 4-3), in which the rocking effect is not executed during the specified period, and the probability of the rocking effect being executed is lower than when the special stop state is in effect.

[0268] (Appendix 5-1) A gaming machine capable of executing a variable game using a predetermined symbol and configured so that the variable game can be viewed through a transparent part, comprising: a swingable swing means; and a performance control means capable of executing control related to the execution of a performance, wherein the performance includes a swing performance that can be executed by swinging the swing means; the transparent part can swing as the swing performance is executed; the states related to the predetermined symbol in the variable game include a variable state in which at least some of the predetermined symbol fluctuate, a special stop state in which the predetermined symbol fluctuates, and a specific stop state in which the predetermined symbol definitively stops; in the variable game, the result of the variable game is derived by the predetermined symbol definitively stopping; when in the special stop state, the predetermined symbol may repeat displacement of a first displacement amount; and when the swing performance is being executed, the transparent part may repeat displacement of a second displacement amount, wherein the second displacement amount is smaller than the first displacement amount.

[0269] (Appendix 5-2) A gaming machine as described in (Appendix 5-1) comprising a first frame body in which the transparent portion is provided and a second frame body in which a game execution means capable of executing a variable game is provided, and the swinging means is provided on the first frame body.

[0270] (Supplementary Note 5-3) The gaming machine described in (Supplementary Note 5-2), wherein the distance from the swinging means to the game execution means is longer than the distance from the swinging means to the transparent portion. (Appendix 6-1) A gaming machine capable of executing a variable game using a predetermined symbol and configured so that the variable game can be viewed through a transparent section, the gaming machine comprising: a swingable swing means; and a performance control means capable of executing control relating to the execution of a performance; the state relating to the predetermined symbol in the variable game includes a variable state in which at least some of the predetermined symbol changes, the performance includes a swing performance that can be executed by swinging the swing means; the transparent section can swing as the swing performance is executed; and when the swing performance is executed in the variable state, a specific performance different from the swing performance is executed, thereby making it possible to reduce the visibility of the predetermined symbol.

[0271] (Appendix 6-2) A gaming machine as described in (Appendix 6-1) that is provided with a movable part, and that is operable from a first position to a second position as the specific effect is executed, and when the movable part is positioned at the second position, at least a part of the game execution means capable of executing a variable game and the movable part overlap when viewed from the front, thereby making it possible to reduce the visibility of the specified pattern, and when the swinging effect is executed in the latter half of the period in the variable state, the probability of the specific effect being executed is higher than when the swinging effect is executed in the first half of the period in the variable state.

[0272] (Appendix 6-3) The state relating to the predetermined pattern in a variable game includes a specific stop state in which the predetermined pattern stops definitively, and when the swinging effect is executed in the variable state, the display area of ​​the predetermined pattern becomes smaller than when in the specific stop state, thereby reducing the visibility of the predetermined pattern, as described in (Appendix 6-1) or (Appendix 6-2).

[0273] (Appendix 6-4) When the rocking effect is executed during the fluctuating state, the visibility of the predetermined pattern can be reduced by hiding the predetermined pattern, and when the predetermined pattern is hidden, the predetermined pattern is displayed again after the rocking effect ends. (Appendix 6-1) or (Appendix 6-2) A gaming machine as described in.

[0274] (Appendix 7-1) A gaming machine capable of executing a variable game using a predetermined symbol and configured so that the variable game can be viewed through a transparent section, the gaming machine comprising: a swingable swing means; and a performance control means capable of executing control related to the execution of a performance; the state related to the predetermined symbol in the variable game includes a variable state in which at least some of the predetermined symbols change, the performance includes a swing performance that can be executed by swinging the swing means; the transparent section can swing as the swing performance is executed; when the swing performance is executed in the variable state, a specific performance different from the swing performance is executed, thereby making it possible to reduce the visibility of the predetermined symbol; when the swing performance is executed in the variable state, a special performance different from the specific performance can be executed; the special performance is a performance in which a predetermined image can be dynamically displaced.

[0275] (Appendix 7-2) A gaming machine described in (Appendix 7-1) in which the amount of displacement that the transparent portion can undergo as the shaking effect is executed is smaller than the amount of displacement that the specified image can undergo dynamic displacement.

[0276] (Appendix 7-3) A gaming machine as described in (Appendix 7-1) or (Appendix 7-2), which is provided with a movable part, and which is operable from a first position to a second position as the specific effect is executed, and when the movable part is positioned at the second position, at least a part of the movable part and a game execution means capable of executing a variable game overlap when viewed from the front, thereby making it possible to reduce the visibility of the specified pattern, and when the swinging effect is executed in the latter half of the period in which the variable state is present, the probability of the specific effect being executed is higher than when the swinging effect is executed in the first half of the period in which the variable state is present, and when the specific effect is executed when the swinging effect is executed, the probability of the special effect being executed is higher than when the specific effect is not executed when the swinging effect is executed. [Explanation of symbols]

[0277] DESCRIPTION OF SYMBOLS 10... Gaming machine 11... Frame body 11a... Outer frame 11b... Middle frame 11c... Front frame 12... Transparent portion 14... Swinging device 20... Support portion 21... Opening 40... Main control board 41... Microprocessor 42... Main CPU 43... Main ROM 44... Main RWM 45... Random number circuit 50... Sub control board 51... Sub CPU 52... Sub ROM 53... Sub RWM 60... Power supply unit 60a... Power switch EH... Performance display device EY... Movable body GH... Image display unit HD... Launch handle

Claims

[Claim 1] In a gaming machine capable of executing a variable game using multiple rows of symbols and configured so that the variable game can be seen through a transparent portion, a machine member having a game execution means capable of executing a variable game; an opening / closing member provided on a front side of the body member and capable of being opened and closed relative to the body member; A swingable swing means; A performance control means capable of executing control relating to the execution of the performance, the opening / closing member is provided with the transmission portion and the swinging means, The effects include a swing effect that can be performed by swinging the swing means, The transparent portion can be swung as the swinging effect is executed, The states relating to the symbols in the plurality of columns in the variable game include a variable state in which the symbols in at least some of the columns vary, a special stop state in which the symbols in all the columns fluctuate, and a specific stop state in which the symbols in all the columns are stopped without fluctuating or fluctuating, In the variable game, the result of the variable game is determined by the specific stop state, When the special stop state is in effect, the symbols in the entire row may repeat the first displacement amount. When the swinging effect is being executed, the transmission unit may repeat the displacement of the second displacement amount, the first displacement amount and the second displacement amount are different from each other, The swinging effect can be executed in at least one of the special stop state and the specific stop state, A winning game can be executed depending on the result of the variable game, The effects include warnings about addiction, The attention-calling performance can be executed during at least a part of the winning game, This gaming machine is characterized in that, when a predetermined number of variable games have been executed, the probability of executing the shaking effect when the attention-calling effect is not being executed is higher than the probability of executing the shaking effect when the attention-calling effect is being executed.

Citation Information

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