Gaming machine

The gaming machine addresses ineffective warnings by using context-sensitive warnings and variable game execution means to deliver impactful messages and optimize jackpot chances, effectively addressing excessive gambling and entrapment.

JP7882527B2Inactive Publication Date: 2026-06-30NEWGIN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NEWGIN KK
Filing Date
2023-11-17
Publication Date
2026-06-30
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines lack effective mechanisms for delivering warnings about excessive gambling and entrapment, with warnings often being delivered in a manner that is not context-sensitive or impactful.

Method used

A gaming machine equipped with first and second variable game execution means and warning means, allowing for context-sensitive warnings during variable games, with warnings ending upon initiation of the first variable game and continuing during the second, and recommending right-handed shots for higher jackpot probabilities.

Benefits of technology

Enhances the delivery of warnings by making them context-sensitive and impactful, effectively addressing excessive gambling and entrapment issues while optimizing jackpot chances.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007882527000003
Patent Text Reader

Abstract

To provide a game machine capable of effectively calling attention.SOLUTION: A manner in which attention is called while a special game is executed is different from a manner in which attention is called when the special game is in a standby state. In this way, by calling attention in different ways depending on a situation where the special game is executed and a situation where the special game is the standby state, it is possible to effectively call attention.SELECTED DRAWING: Figure 18
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Description

Technical Field

[0001] This invention relates to a gaming machine.

Background Art

[0002] Conventionally, gaming machines include pachinko machines and spinning reel gaming machines (so-called slot machines). For example, the gaming machine described in Patent Document 1 is described as performing a warning about entrapment.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Today, it is desired to effectively execute a warning.

Means for Solving the Problems

[0005] The gaming machine that solves the above problems is In a gaming machine that can be controlled to a second state in which the ratio of the number of prize balls to the number of game balls launched is higher than the first state, equipped with a first ball entry port, first variable game execution means capable of executing a first variable game, a second ball entry port, second variable game execution means capable of executing a second variable game, and warning means capable of executing a warning, and the first variable game Located in the left-hand area of ​​the game area is executable upon the entry of a game ball into the first ball entry port, and the second variable game The right-hand region of the aforementioned game area is provided is executable upon the entry of a game ball into the second ball entry port, When the second state is in place, it is recommended to launch the game ball into the right-hand region. and the warning means In the second state is capable of executing a warning about entrapment during of the execution Medium of the second variable game, is capable of executing a warning about entrapment in a standby state, the law of nature and In the second state the second variable game of execution Medium The manner in which warnings regarding addiction are issued is: In the situation where the aforementioned second variable game is not being played Unlike the manner in which a warning about entanglement is issued in the aforementioned standby state, of execution Medium When the execution of the first variable game begins, the warning about addiction ends as a result of the start of the execution of the first variable game, and the warning about addiction in the standby state ends. of execution Medium Even if the execution of the second variable game is started, the warning regarding excessive gambling that was triggered by the start of the execution of the second variable game does not end. There is . [Effects of the Invention]

[0006] According to the present invention, warnings can be effectively delivered. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 is a perspective view of a pachinko game machine. [Figure 2] Figure 2 is a front view of the game board. [Figure 3] Figure 3(a) shows the probability of winning the first jackpot lottery, Figure 3(b) shows the probability of winning the second jackpot lottery, Figure 3(c) is a diagram explaining the first and second jackpot games, and Figure 3(d) is a diagram explaining the third and fourth jackpot games. [Figure 4] Figure 4(a) shows an example of the display content of the performance display device when the first performance game is executed in the first display area while the second performance game is executed in the second display area, and Figure 4(b) shows an example of the display content of the performance display device when the second performance game is executed in the first display area while the first performance game is executed in the second display area. [Figure 5] Figure 5 shows the animation during standby mode. [Figure 6] Figure 6 shows an example of the display content of the performance display device when a pre-action animation is performed, and the flow of movement of the upper movable body after the pre-action animation is performed. [Figure 7] Figure 7 shows whether or not the confirmed animation, the specific animation, and the customization of the specific animation are executed. [Figure 8] Figure 8(a) shows the image RG of a right-handed shot, and Figure 8(b) shows the image LG of a left-handed shot. [Figure 9] Figure 9 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 10] Figures 10(a) to 10(c) show examples of the display content of the display device after the execution of a warning is initiated while the device is in standby mode. [Figure 11] Figures 11(a) and 11(b) show the relationship between the ending sequence and the warning displayed when a jackpot is awarded, while Figures 11(c) and 11(d) show examples of the display content on the sequence display device after the warning is initiated when a jackpot is awarded. [Figure 12] Figure 12(a) shows that a warning is issued when the number of special reserved balls in the first special game is 0 after the first special game has ended. Figure 12(b) shows an example of the display content of the display device when a warning is issued when the number of special reserved balls in the first special game is 0 after the first special game has ended. Figure 12(c) shows that when the number of special reserved balls in the second special game is 0 after the second special game has ended, a warning is not issued even if time has passed. [Figure 13] Figures 13(a) and 13(b) show examples of the display content of the performance display device after a warning is issued while the second special game is being played, and Figure 13(c) shows the relationship between whether or not a warning is issued and the probability of winning a jackpot. [Figure 14]FIG. 14(a) is a diagram showing an example of the display content of the effect display device when a caution is executed as the high base state switches to the low base state, FIG. 14(b) is a diagram showing an example of the display content of the effect display device when the caution ends as the first special game is executed, and FIG. 14(c) is a diagram showing an example of the display content of the effect display device when a caution is executed when a game ball is launched into the right region after switching from the high base state to the low base state. [Figure 15] FIG. 15 is a diagram for explaining the case when each special game is executed while a caution is being executed. [Figure 16] FIG. 16 is a diagram showing the relationship between the execution status of the first special game and the second special game and various cautions. [Figure 17] FIGS. 17(a) and 17(b) are diagrams showing an example of a caution. [Figure 18] FIGS. 18(a) to 18(e) are diagrams showing an example of the display content of the effect display device when a caution is executed.

MODE FOR CARRYING OUT THE INVENTION

[0008] (First Embodiment) Hereinafter, embodiments of the gaming machine will be described. Up, down, left, right, front (front side), and back (back side) in this specification indicate the respective directions when viewed from the player.

[0009] As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") comprises an outer frame 12, an inner frame 13, and a front frame 14. The outer frame 12 is fixed to the game machine installation equipment (so-called island equipment) of a game hall or the like. The inner frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A game board unit including the game board 20 is fixed to the inner frame 13. The front frame 14 is supported on the front side of the inner frame 13 so as to cover the front of the game board 20. Protective glass 15 that protects the game board 20 is supported on the front frame 14. In Figure 1, the protective glass 15 is omitted from the illustration except for a part of it, but in reality it covers the entire opening 14a of the front frame 14. The game machine 10 is equipped with a launch handle 16 on the front side of the front frame 14. The launch handle 16 is provided in a position where a player can touch it. In the gaming machine 10, game balls are launched with a strength corresponding to the amount of operation (rotation) of the launch handle 16. In other words, the gaming machine 10 is configured so that the launch strength of the game balls can be adjusted by operating the launch handle 16. The gaming machine 10 is equipped with an upper button B1 and a lower button B2 on the front side of the front frame 14, which can be operated by the player.

[0010] The gaming machine 10 is equipped with decorative lamps 17 that perform a lighting effect (hereinafter referred to as a lighting effect) by illuminating, flashing, and extinguishing a built-in light-emitting element as one of its effects. The gaming machine 10 is equipped with decorative lamps 17 on the front side of the front frame 14. The gaming machine 10 is equipped with speakers 18 that output sound on the front side of the front frame 14. The speakers 18 perform a sound effect (hereinafter referred to as a sound effect) by outputting various sounds as one of its effects. For example, the sounds output from the speakers 18 include background sounds (so-called BGM).

[0011] An upper movable body 80 is provided at the top of the gaming machine 10. The upper movable body 80 is provided on the front frame 14. The upper movable body 80 is displaceable between the original position Pa and the performance position Pb. That is, the upper movable body 80 is configured to be operable between the original position Pa and the performance position Pb. The upper movable body 80 operates by receiving power from the performance actuator EA (shown in Figure 9). In the gaming machine 10, the upper movable body 80 has a gear mechanism for transmitting power from the performance actuator EA. In the gaming machine 10, the power from the performance actuator EA is transmitted through the gear mechanism to operate the upper movable body 80. Thus, the upper movable body 80 is an operable movable body. The gaming machine 10 is also equipped with an original position sensor GS (shown in Figure 9) that can detect the upper movable body 80 when it is in the original position Pa. Although not shown in the diagram, in the gaming machine 10, a sticker is affixed near the upper movable body 80 with a warning regarding at least one of the following: the risk of the body coming into contact with the upper movable body 80, and the risk of fingers getting caught when the upper movable body 80 moves.

[0012] As shown in Figure 2, a roughly circular game area 21 is defined on the front side of the game board 20 when viewed from the front. The game board 20 is equipped with a guide path 21a that guides the launched game balls to the game area 21. The game board 20 is equipped with a prevention valve 21b that prevents the game balls launched into the game area 21 from returning to the guide path 21a. The launched game balls are guided through the guide path 21a, pass through the prevention valve 21b located at the downstream end of the guide path 21a, and reach the game area 21. Once the game balls reach the game area 21, they flow down through the game area 21. In this way, the game machine 10 is configured to launch game balls into the game area 21.

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

[0014] The information display panel 22 includes a second special symbol display unit 22b. The second special symbol display unit 22b displays a second special symbol variation game (hereinafter referred to as the second special game) which displays a predetermined symbol in a variable manner and ultimately displays the second special symbol in a fixed stop. In this embodiment, the second special game corresponds to the second variation game. In this embodiment, the second special symbol display unit 22b, which is capable of executing the second special game, functions as a second variation game execution means capable of executing the second variation game.

[0015] In the following description, the first special game and the second special game may be collectively referred to as the "special game" or "special symbol variation game." Thus, the special game as a variation game includes the first special game as the first variation game and the second special game as the second variation game. In this embodiment, the special symbol display units 22a and 22b, which are capable of executing the special game, realize the function of a variation game execution means capable of executing the variation game. The first special game and the second special game are different types of special games. The special symbols are symbols used to notify the results of the internal lottery (jackpot lottery) described later. Thus, the gaming machine 10 is configured to be capable of executing special games. Furthermore, the first special symbol display unit 22a is capable of executing the first special game separately from the second special game. Similarly, the second special symbol display unit 22b is capable of executing the second special game separately from the first special game.

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

[0017] As described above, players can recognize a jackpot when the winning symbols are displayed in a confirmed stop during a special game, and can recognize a loss when the losing symbols are displayed in a confirmed stop during a special game. If a jackpot is won, a jackpot game is awarded after the special game to which the win applies has ended. For example, in the gaming machine 10, a jackpot game is awarded after the winning symbols are displayed in a confirmed stop during the first special game. In other words, the gaming machine 10 is configured to award a jackpot game after the winning symbols are displayed in a confirmed stop during the first special game. That is, this embodiment is configured to award a winning game after a winning result is derived in the first variable game. For example, in the gaming machine 10, a jackpot game is awarded after the winning symbols are displayed in a confirmed stop during the second special game. In other words, the gaming machine 10 is configured to award a jackpot game after the winning symbols are displayed in a confirmed stop during the second special game. In other words, this embodiment is configured to grant a winning game after a winning result is derived in the second variation game. As described above, in the gaming machine 10, a winning game is granted after the variation game that resulted in a win has ended. A jackpot game is advantageous for the player because the player can win a large number of prize balls and other benefits.

[0018] In the gaming machine 10, the first special game and the second special game can be executed simultaneously. That is, in the gaming machine 10, the first special game and the second special game can be executed in parallel. Thus, the gaming machine 10 is configured to allow the first special game and the second special game to be executed in parallel. In other words, this embodiment is configured to allow the first variable game and the second variable game to be executed in parallel. Therefore, the gaming machine 10 is configured to allow the second special game to be executed even while the first special game is being executed. Similarly, the gaming machine 10 is configured to allow the first special game to be executed even while the second special game is being executed. Furthermore, in the gaming machine 10, if a winning symbol is derived in the first special game while the second special game is being executed, a losing symbol will be derived in the second special game, and the second special game will end. Similarly, in the gaming machine 10, if a winning symbol is derived in the second special game while the first special game is being executed, a losing symbol will be derived in the first special game, and the first special game will end. However, in the game machine 10, if a losing symbol is generated in the first special game while the second special game is in progress, the second special game will not end, and the execution of the second special game will continue. Similarly, in the game machine 10, if a losing symbol is generated in the second special game while the first special game is in progress, the first special game will not end, and the execution of the first special game will continue.

[0019] The information display panel 22 includes a first special hold display unit 22c. The first special hold display unit 22c displays the number of times the first special game has been held in a pending state (hereinafter referred to as the first special hold number) because the start condition has been met but the execution condition has not yet been met. The information display panel 22 also includes a second special hold display unit 22d. In the gaming machine 10, the upper limit of the first special hold number is 4. In the following description, the first special game whose execution is pending may be simply referred to as the "pending first special game" or the "first special game that is pending." In this way, the gaming machine 10 can postpone the execution of the first special game.

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

[0021] The information display panel 22 is equipped with a normal symbol display unit 22e. The normal symbol display unit 22e displays a normal symbol variation game (hereinafter referred to as a normal game) that displays predetermined symbols in a variable manner and ultimately displays a normal symbol as a confirmed stop. The normal symbols that can be displayed as confirmed stops on the normal symbol display unit 22e include at least normal winning symbols and normal losing symbols. Thus, the results displayed as confirmed stops in a normal game include at least normal losing symbols and normal winning symbols. In a normal game, the player can recognize a normal win when a normal winning symbol is displayed as a confirmed stop, and can recognize a normal loss when a normal losing symbol is displayed as a confirmed stop. If a normal win is won in the normal win lottery, a normal win game is granted after the normal game to which the win applies has ended. In other words, the gaming machine 10 is configured to grant a normal win game after a normal win is displayed as a confirmed stop in a normal game.

[0022] In the gaming machine 10, a regular game can be played simultaneously with a special game. In other words, in the gaming machine 10, a regular game can be played in parallel with a special game. Thus, the gaming machine 10 is configured to allow the execution of special games and regular games in parallel. Therefore, the gaming machine 10 is configured to allow the execution of a regular game even while a special game is in progress. Similarly, the gaming machine 10 is configured to allow the execution of a special game even while a regular game is in progress. In the gaming machine 10, if a special game is played based on a win in the jackpot lottery, a jackpot game is awarded after the special game ends. On the other hand, in the gaming machine 10, if a regular game is played based on a win in the regular jackpot lottery, a regular jackpot game is awarded after the regular game ends. Thus, a regular game is a different type of variable game from a special game. For example, if a special game is considered the first type of variable game, then a regular game can be considered the second type of variable game. In the gaming machine 10, if a jackpot symbol is generated in the special game while a regular game is in progress, the regular game does not end, and the execution of the regular game continues. Furthermore, in the gaming machine 10, if a losing symbol is generated in the special game while a regular game is in progress, the regular game does not end, and the regular game continues. Similarly, in the gaming machine 10, if a regular winning symbol is generated in the regular game while a special game is in progress, the special game does not end, and the special game continues. Furthermore, in the gaming machine 10, if a regular losing symbol is generated in the regular game while a special game is in progress, the special game does not end, and the special game continues.

[0023] The information display panel 22 is equipped with a normal hold display unit 22f. The normal hold display unit 22f displays the number of normal games whose execution is on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number). In the gaming machine 10, the upper limit of the normal hold number is 4. In the following explanation, a normal game whose execution is on hold may be simply referred to as a "normal game on hold". In this way, the gaming machine 10 is capable of holding the execution of normal games.

[0024] The information display panel 22 is equipped with a right-handed hitting lamp 22g. As will be described in detail later, the right-handed hitting lamp 22g can notify that right-handed hitting is recommended in situations where it is recommended. The right-handed hitting lamp 22g is composed of a single light-emitting element. For example, the light-emitting element that makes up the right-handed hitting lamp 22g lights up when right-handed hitting is recommended. On the other hand, the light-emitting element that makes up the right-handed hitting lamp 22g turns off when right-handed hitting is not recommended. In the following description, the lighting of the light-emitting element that makes up the right-handed hitting lamp 22g will be indicated as "the right-handed hitting lamp 22g lights up," and the turning off of the light-emitting element that makes up the right-handed hitting lamp 22g will be indicated as "the right-handed hitting lamp 22g turns off."

[0025] The gaming machine 10 has a center frame 23 with various decorations located approximately in the center of the game area 21 of the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center feature or center feature.

[0026] The gaming machine 10 is equipped with a performance display device 25. For example, the performance display device 25 may be a display device such as a liquid crystal display or an organic EL display. The performance display device 25 is equipped with a display area 25r on which an image is displayed. The performance display device 25 is capable of displaying an image. The performance display device 25 is assembled to the gaming board 20 so that the player can see the display area 25r through the opening 23a of the center frame 23. The performance display device 25 performs a performance that displays a predetermined image (hereinafter referred to as a display performance) as one of the performances. In this embodiment, the function of a performance execution means capable of performing a performance is realized by at least one performance device from among a decorative lamp 17 as a light-emitting means capable of emitting light, a speaker 18 as a sound output means capable of outputting sound, and a performance display device 25 as a display means capable of displaying an image. Thus, the performance execution means includes at least one from among a light-emitting means, a sound output means, and a display means.

[0027] The gaming machine 10 is equipped with a first start port 26 as a start port. The first start port 26 is open at all times so that game balls can be inserted into it. The gaming machine 10 is equipped with a first start sensor SE1 (shown in Figure 9) that detects game balls that have entered the first start port 26. For example, the first start port 26 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first start sensor SE1 is installed in that ball passage. In this embodiment, when a game ball is detected by the first start sensor SE1, the start conditions for the first special game may be met, and the payout conditions for prize balls may also be met. In this embodiment, the execution of the first special game can be suspended when a game ball enters the first start port 26.

[0028] The gaming machine 10 is equipped with a second start port 27 as a start port. The gaming machine 10 has a first start port 26 and a second start port 27 as start ports. The second start port 27 is a different ball entry port from the first start port 26. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 9) that detects game balls that have entered the second start port 27. For example, the second start port 27 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the second start sensor SE2 is installed in that ball passage. In this embodiment, when a game ball is detected by the second start sensor SE2, the start conditions for the second special game may be met, and the payout conditions for prize balls may also be met. In this embodiment, the execution of the second special game can be suspended when a game ball enters the second start port 27. As described above, this embodiment is configured to allow the execution of a special game to be suspended when a game ball enters the start openings 26 and 27. The second start opening 27 also has a first variable member 28 as a variable member. The first variable member 28 can operate between an open state in which a game ball can be entered into the second start opening 27, and a closed state in which a game ball cannot be entered into the second start opening 27. When the first variable member 28 is in the open state, the entry of a game ball into the second start opening 27 is permitted. When the first variable member 28 is in the closed state, the entry of a game ball into the second start opening 27 is not permitted. The open state in which a game ball can be entered into the second start opening 27 can be said to be an open state that allows the entry of a game ball into the second start opening 27. On the other hand, the closed state in which a game ball cannot be entered into the second start opening 27 can be said to be a closed state that restricts the entry of a game ball into the second start opening 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 9). In normal gameplay, the first variable member 28 is operated to the open state. In the following description, the opening of the first variable member 28 may be referred to as "the second start port 27 being opened," and the closing of the first variable member 28 may be referred to as "the second start port 27 being closed."

[0029] The gaming machine 10 is equipped with a first large prize slot 29 into which game balls can be entered. In this embodiment, the first large prize slot 29 corresponds to the first prize slot into which game balls can be entered. The first large prize slot 29 is a different ball entry point from the first start slot 26 and the second start slot 27. The gaming machine 10 is equipped with a first count sensor SE3 (shown in Figure 9) that detects game balls that have entered the first large prize slot 29. For example, the first large prize slot 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the first count sensor SE3 is installed in that ball passage. When a game ball is detected by the first count sensor SE3, the conditions for dispensing prize balls are met. The first large prize slot 29 has a second variable member 30. The second variable member 30 is operable to an open state in which game balls can be entered into the first large prize opening 29, and a closed state in which game balls cannot be entered into the first large prize opening 29. When the second variable member 30 is in the open state, game balls are allowed to enter the first large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the first large prize opening 29. Therefore, the open state in which game balls can be entered into the first large prize opening 29 can be said to be an open state that allows game balls to enter the first large prize opening 29. On the other hand, the closed state in which game balls cannot be entered into the first large prize opening 29 can be said to be a closed state that restricts game balls from entering the first large prize opening 29. The second variable member 30 operates by receiving power from the second actuator A2 (shown in Figure 9). The second variable member 30 can be operated to the open state during a jackpot game. In the following explanation, when the second variable member 30 is in an open state, it will be indicated as "the first large prize opening 29 is opened," and when the second variable member 30 is in a closed state, it will be indicated as "the first large prize opening 29 is closed."

[0030] The gaming machine 10 is equipped with a second large prize slot 31 which serves as a prize slot into which game balls can be entered. In this embodiment, the second large prize slot 31 corresponds to a second prize slot into which game balls can be entered. That is, there are at least a first prize slot and a second prize slot. The second large prize slot 31 is a different ball slot from the first start slot 26 and the second start slot 27. The second large prize slot 31 is a different ball slot from the first large prize slot 29. The gaming machine 10 is equipped with a second count sensor SE4 (shown in Figure 9) that detects game balls that have entered the second large prize slot 31. For example, the second large prize slot 31 is connected to a ball passage that guides the entered game balls to the back of the game board 20, and the second count sensor SE4 is installed in that ball passage. When a game ball is detected by the second count sensor SE4, the conditions for dispensing prize balls are met. The second large prize opening 31 has a third variable member 32. The third variable member 32 can operate between an open state in which a game ball can be entered into the second large prize opening 31, and a closed state in which a game ball cannot be entered into the second large prize opening 31. When the third variable member 32 is in the open state, the entry of a game ball into the second large prize opening 31 is permitted. When the third variable member 32 is in the closed state, the entry of a game ball into the second large prize opening 31 is not permitted. Therefore, the open state in which a game ball can be entered into the second large prize opening 31 can be said to be an open state that allows the entry of a game ball into the second large prize opening 31. On the other hand, the closed state in which a game ball cannot be entered into the second large prize opening 31 can be said to be a closed state that restricts the entry of a game ball into the second large prize opening 31. The third variable member 32 operates by receiving power from the third actuator A3 (shown in Figure 9). The third variable member 32 can be operated to the open state during a jackpot game. In the following description, the open state of the third variable member 32 may be referred to as "the second large prize opening 31 is opened," and the closed state of the third variable member 32 may be referred to as "the second large prize opening 31 is closed."

[0031] The gaming machine 10 is equipped with a gate 33. The gate 33 is located to the left of the center frame 23 in the game area 21. The gate 33 has an opening that is always open to allow game balls to enter. The gate 33 is a different entry point from the first start opening 26 and the second start opening 27. A gate sensor SE5 (shown in Figure 9) is installed at the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE5, the conditions for starting a normal game may be met. The gate 33 can also be considered as the start opening for a normal game. As described above, this embodiment is configured to be able to postpone the execution of a normal game when a game ball enters the gate 33.

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

[0033] Next, the path through which the game balls flow down in this embodiment will be described. The gaming machine 10 has multiple paths for the game balls to flow down in the game area 21, depending on the launch strength of the game balls. The paths for the game balls to flow down can also be understood as the areas through which the game balls flow down. Among the multiple paths are a first path R1 that passes to the left of the center frame 23 and leads to the out opening 34, and a second path R2 that passes to the right of the center frame 23 and leads to the out opening 34. The first path R1 and the second path R2 may overlap in part, or they may not overlap at all. Hereinafter, the area located to the left of the center line CL that divides the game area 21 into left and right halves when the game board 20 is viewed from the front will be referred to as the left area RA, and the area located to the right of the center line CL will be referred to as the right area RB. The path flowing down in the left area RA corresponds to the first path R1, and the path flowing down in the right area RB corresponds to the second path R2. In this embodiment, the left area RA of the game area 21 corresponds to the first game area. In this embodiment, the right-hand region RB of the game area 21 corresponds to the second game area.

[0034] The player can adjust the launch strength of the game ball by operating the launch handle 16, thereby directing the game ball to the left area RA and the right area RB, and directing the game ball into the starting openings 26, 27, the big prize openings 29, 31, and the gate 33. Specifically, when the launch strength is adjusted to be weaker and the game ball is launched (so-called left-handed shooting), the game ball is more likely to be guided downwards to the left area RA and has a chance of entering the first starting opening 26. On the other hand, when the launch strength is adjusted to be stronger and the game ball is launched (so-called right-handed shooting), the game ball is more likely to be guided downwards to the right area RB and has a chance of entering one of the second starting openings 27, the big prize openings 29, 31, and the gate 33. That is, the first starting opening 26 is on the first path R1, and the second starting opening 27, the big prize openings 29, 31, and the gate 33 are on the second path R2. In other words, the left-side area RA is provided with a first starting opening 26, and the right-side area RB is provided with a second starting opening 27, large prize openings 29, 31, and a gate 33. When the game ball flows down the first path R1, the probability of it entering the second starting opening 27, large prize openings 29, 31, and gate 33 is lower compared to when it flows down the second path R2. When the game ball flows down the second path R2, the probability of it entering the first starting opening 26 is lower compared to when it flows down the first path R1. In this specification, shooting the game ball so that it flows down the first path R1 may be referred to as "left-handed shooting," and shooting the game ball so that it flows down the second path R2 may be referred to as "right-handed shooting."

[0035] Next, we will explain the game state of the gaming machine 10. The gaming machine 10 has two game states with different jackpot probabilities: a low-probability state and a high-probability state. Jackpot probability is the probability of winning a jackpot in the jackpot lottery (the probability of winning the jackpot lottery). The high-probability state is a game state in which the jackpot probability is higher than that of the low-probability state. The high-probability state is a so-called "probability fluctuation state (probability fluctuation state)," and the low-probability state is a "non-probability fluctuation state (non-probability fluctuation state)." In the following explanation, the high-probability state will be referred to as the "probability fluctuation state," and the low-probability state as the "non-probability fluctuation state."

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

[0037] Specifically, as shown in Figure 3(a), in the gaming machine 10, the probability of winning the first jackpot when in a non-probability-increasing state is "1 / 340". On the other hand, in the gaming machine 10, the probability of winning the first jackpot when in a probability-increasing state is "1 / 180". Also, as shown in Figure 3(b), in the gaming machine 10, the probability of winning the second jackpot when in a non-probability-increasing state is "1 / 350". On the other hand, in the gaming machine 10, the probability of winning the second jackpot when in a probability-increasing state is "1 / 150". Thus, when in a non-probability-increasing state, the probability of winning a jackpot in the first jackpot lottery is higher than the probability of winning a jackpot in the second jackpot lottery. On the other hand, when in a probability-increasing state, the probability of winning a jackpot in the first jackpot lottery is lower than the probability of winning a jackpot in the second jackpot lottery. Furthermore, the difference in the probability of winning a jackpot in the second jackpot lottery when in a non-jackpot state versus when in a jackpot state is greater than the difference in the probability of winning a jackpot in the first jackpot lottery when in a non-jackpot state versus when in a jackpot state.

[0038] Furthermore, the gaming machine 10 includes a low-base state and a high-base state, which are gaming states with different ratios of the number of prize balls to the number of game balls launched. The high-base state is a gaming state in which the probability of game balls entering the second start opening 27 is higher than that of the low-base state. The high-base state is a so-called "electric support state," and the low-base state is a "non-electric support state." The high-base state offers a greater advantage in terms of balls entering the second start opening 27 compared to the low-base state. In this embodiment, the low-base state corresponds to the first state, and the high-base state corresponds to the second state. That is, the states include the first state and the second state.

[0039] A high base state can be achieved, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low base state. The second control is a control that changes the probability of winning the normal win lottery (normal win probability) to a higher probability than in the low base state. The third control is an opening time extension control that makes the total opening time of the first variable member 28 in one normal win game longer than in the low base state. As for the opening time extension control, it is preferable to perform at least one of the following controls: a control that increases the number of times the first variable member 28 opens in one normal win game compared to the low base state, and a control that makes the single opening time of the first variable member 28 in a normal win game longer than in the low base state. Furthermore, a high base state may be achieved by combining the fourth control described below. The fourth control is a special symbol variation time reduction control, which makes the variation time of special games (for example, the average variation time) easier to shorten than in the low base state. When the special symbol variation time reduction control is performed, the high base state becomes a so-called "variation time reduction state (shortened variation state)".

[0040] In the gaming machine 10, the probability of winning a regular win is higher when the machine is in a high base state compared to when it is in a low base state. Therefore, in the gaming machine 10, the number of times a regular win is awarded per unit time tends to be higher when the machine is in a high base state compared to when it is in a low base state. On the other hand, in the gaming machine 10, the variation time of a regular game is shorter when the machine is in a high base state compared to when it is in a low base state. As mentioned above, the number of times a regular win is awarded is higher when the machine is in a high base state than when it is in a low base state. However, even taking this into account, in the gaming machine 10, the number of times a regular game is executed per unit time tends to be higher when the machine is in a high base state compared to when it is in a low base state.

[0041] In the gaming machine 10, the first variable member 28 does not open when the machine is in a low base state. Therefore, in the gaming machine 10, it is assumed that no game balls will enter the second start port 27 when the machine is in a low base state. The gaming machine 10 is configured so that when the machine is in a low base state, the normal winning lottery is not won, so that the first variable member 28 does not open when the machine is in a low base state, and no game balls enter the second start port 27. Alternatively, when the machine is in a low base state, it is also possible to configure it so that no game balls enter the second start port 27, for example, by configuring it so that the first variable member 28 does not open even if the normal winning lottery is won. In the gaming machine 10, the low base state can be described as a state in which no game balls can enter the second start port 27, and the high base state can be described as a state in which no game balls can enter the second start port 27. Incidentally, the gaming machine 10 may be configured such that the first variable member 28 may be in an open state even when the base state is low, and so that game balls can enter the second starting port 27 even when the base state is low. As described above, the gaming machine 10 can be controlled to a high base state which is more advantageous than the low base state.

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

[0043] Next, we will explain the concept of a jackpot in the gaming machine 10. The gaming machine 10 is equipped with multiple types of jackpot symbols as special jackpot symbols. These multiple types of jackpot symbols include the first jackpot symbol, the second jackpot symbol, the third jackpot symbol, and the fourth jackpot symbol. The first and second jackpot symbols can be displayed as confirmed stops in the first special game, but not in the second special game. On the other hand, the third and fourth jackpot symbols are not displayed as confirmed stops in the first special game, but can be displayed as confirmed stops in the second special game. Thus, jackpot symbols that can be displayed as confirmed stops in the first special game are not displayed as confirmed stops in the second special game. Similarly, jackpot symbols that can be displayed as confirmed stops in the second special game are not displayed as confirmed stops in the first special game.

[0044] Each of the multiple types of jackpot symbols has a designated type of jackpot. The jackpot symbols may also have a designated game state after the jackpot game has ended. In a jackpot game, an opening sequence is performed for an opening period to announce the start of the jackpot game. After the opening sequence ends, a round game is played in which the first jackpot opening 29 or the second jackpot opening 31 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the jackpot openings 29 and 31 remain open until the first round ends when a predetermined maximum number of game balls have entered, or the second round ends when a predetermined maximum opening time has elapsed. A round sequence is performed during the round game. Finally, in a jackpot game, after the final round game has ended, an ending sequence is performed for an ending period to announce the end of the jackpot game. The jackpot game ends as the ending time progresses.

[0045] Jackpot symbols classified as "First Jackpot Symbols" are designated as "First Jackpot" as the type of jackpot. Jackpot symbols classified as "First Jackpot Symbols" are designated as having a maximum of "10 rounds" of play. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a probability variation state after the jackpot game ends. Jackpot symbols classified as "First Jackpot Symbols" are designated as being in a high base state after the jackpot game ends. In the following explanation, the jackpot game awarded based on jackpot symbols classified as "First Jackpot Symbols" may be referred to as "First Jackpot Game".

[0046] Jackpot symbols classified as second jackpot symbols are designated as "second jackpot" as the type of jackpot. Jackpot symbols classified as second jackpot symbols are designated as having a maximum of "10 rounds" of play. Jackpot symbols classified as second jackpot symbols are designated as being in a non-probability change state after the jackpot game ends. Furthermore, jackpot symbols classified as second jackpot symbols are designated as being in a high base state until the 100 special games are completed, or until a jackpot game is awarded before the 100 special games are completed. In the following explanation, the jackpot game awarded based on jackpot symbols classified as second jackpot symbols may be referred to as "second jackpot game".

[0047] As shown in Figure 3(c), the first and second jackpot games have an opening time of "10 seconds". The first and second jackpot games also have an ending time of "12 seconds". The first and second jackpot games consist of 10 rounds of gameplay. In each round of the first and second jackpot games, the first jackpot entry point 29 is opened. In each round of the first and second jackpot games, the maximum number of balls that can be entered to meet the conditions for ending the first round is "12 balls". In each round of the first and second jackpot games, the maximum opening time to meet the conditions for ending the second round is "25 seconds". Incidentally, in the gaming machine 10, the number of game balls awarded as prize balls based on the entry of a game ball into the first large prize slot 29 is set to "15 balls". Thus, the gaming machine 10 is configured to award a jackpot game in which, after the jackpot symbols are confirmed and stopped in the first special game, the first large prize slot 29 is opened, allowing game balls to enter the first large prize slot 29. In other words, this embodiment is configured to award a jackpot game in which, after a winning result is derived in the first variable game, game balls to enter the first prize slot are allowed.

[0048] Jackpot symbols classified as the third jackpot symbol are designated as "Third Jackpot" as a type of jackpot. Jackpot symbols classified as the third jackpot symbol are designated as having a maximum of "6" rounds of play. Jackpot symbols classified as the third jackpot symbol are designated as being in a probability variation state after the jackpot game ends. Jackpot symbols classified as the third jackpot symbol are designated as being in a high base state after the jackpot game ends. In the following explanation, the jackpot game awarded based on jackpot symbols classified as the third jackpot symbol may be referred to as the "Third Jackpot Game".

[0049] Jackpot symbols classified as the 4th jackpot symbols are designated as "4th jackpot" as the type of jackpot. Jackpot symbols classified as the 4th jackpot symbols are designated as having a maximum of "6 rounds" of play. Jackpot symbols classified as the 4th jackpot symbols are designated as being in a non-probability change state after the jackpot game ends. Furthermore, jackpot symbols classified as the 4th jackpot symbols are designated as being in a high base state until the 100 special games are completed, or until a jackpot game is awarded before the 100 special games are completed. In the following explanation, the jackpot game awarded based on jackpot symbols classified as the 4th jackpot symbols may be referred to as the "4th jackpot game".

[0050] As shown in Figure 3(d), the third and fourth jackpot games have an opening time of "5 seconds". The third and fourth jackpot games also have an ending time of "3 seconds". Furthermore, the third and fourth jackpot games consist of 6 rounds. During each round in the third and fourth jackpot games, the second jackpot entry point 31 is opened. In each round in the third and fourth jackpot games, the maximum number of balls that can be entered to meet the conditions for ending the first round is "9 balls". In each round in the third and fourth jackpot games, the maximum opening time to meet the conditions for ending the second round is "20 seconds". Incidentally, in the gaming machine 10, the number of game balls awarded as prize balls based on the entry of a game ball into the second large prize pocket 31 is set to "10 balls". Thus, the gaming machine 10 is configured to award a jackpot game in which, after the jackpot symbol is confirmed and stopped in the second special game, the second large prize pocket 31 is opened, allowing game balls to enter the second large prize pocket 31. In other words, this embodiment is configured to award a jackpot game in which, after a winning result is derived in the second variable game, game balls to enter the second prize pocket are allowed.

[0051] As described above, in the first and second jackpot games, the first large prize slot 29 is opened, and the entry of game balls into the first large prize slot 29 is permitted. In other words, in jackpot games awarded after the jackpot result is confirmed and displayed in the first special game, the entry of game balls into the first large prize slot 29 is permitted. That is, in jackpot games awarded after the winning result is derived in the first variable game, the entry of game balls into the first prize slot of the two prize slots is permitted. On the other hand, in the third and fourth jackpot games, the second large prize slot 31 is opened, and the entry of game balls into the second large prize slot 31 is permitted. In other words, in jackpot games awarded after the jackpot result is confirmed and displayed in the second special game, the entry of game balls into the second large prize slot 31 is permitted. In other words, in the winning game awarded after a winning result is derived in the second variation game, the game ball is allowed to enter the second prize slot, one of the two prize slots, the first prize slot.

[0052] The first and second jackpot games have a higher maximum number of rounds compared to the third and fourth jackpot games. Also, the maximum opening time for the first jackpot 29 in one round in the first and second jackpot games is longer than the maximum opening time for the second jackpot 31 in one round in the third and fourth jackpot games. Therefore, the time the first jackpot 29 is open in the first and second jackpot games is longer than the time the second jackpot 31 is open in the third and fourth jackpot games. In other words, the time during which game balls are allowed to enter the first large prize slot 29 during the jackpot game granted after the jackpot symbols are confirmed to stop in the first special game is longer than the time during which game balls are allowed to enter the second large prize slot 31 during the jackpot game granted after the jackpot symbols are confirmed to stop in the second special game. That is, the time during which game balls are allowed to enter the first prize slot during the jackpot game granted after the winning result is derived in the first variable game is longer than the time during which game balls are allowed to enter the second prize slot during the jackpot game granted after the winning result is derived in the second variable game.

[0053] Furthermore, the maximum number of balls that can be entered in one round of play in the first and second jackpot games is greater than the maximum number of balls that can be entered in one round of play in the third and fourth jackpot games. Also, the number of prize balls awarded when a game ball enters the first large prize slot 29, which is opened in the first and second jackpot games, is greater than the number of prize balls awarded when a game ball enters the second large prize slot 31, which is opened in the third and fourth jackpot games.

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

[0055] The performance display device 25 can execute a performance symbol game (hereinafter referred to as a performance game) in which performance symbols (hereinafter referred to as performance symbols) are displayed in multiple columns in a variable manner, and finally a combination of performance symbols is determined and stopped. The performance game is executed by the variable nature of performance symbols in multiple columns. Performance symbols are also called "decorative symbols" or "ornamental symbols". The performance game is performed by displaying (scrolling) the first, second, and third columns of symbols in a vertical variable manner. In the following explanation, the "first column" will be referred to as the "left column" and the "first symbol" as the "left symbol", the "second column" will be referred to as the "middle column" and the "second symbol" as the "middle symbol", and the "third column" will be referred to as the "right column" and the "third symbol" as the "right symbol". In each column, as a rule, performance symbols that resemble the numbers [1] to [8] are displayed in a predetermined order in a variable manner.

[0056] The performance game is performed in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. The gaming machine 10 is configured to be able to run the performance game while the special game is running. In the performance game, the combination of performance symbols corresponding to the special symbols that were displayed as confirmed stop symbols in the special game are displayed as confirmed stop symbols. If a jackpot symbol is displayed as confirmed stop symbols in the special game, the jackpot symbol combination resulting from the performance symbols is displayed as confirmed stop symbols in the performance game. For example, a jackpot symbol combination is a combination where all the performance symbols in all rows are the same, such as

[0777] . If a losing symbol is displayed as confirmed stop symbols in the special game, the losing symbol combination resulting from the performance symbols is displayed as confirmed stop symbols in the performance game. For example, a losing symbol combination is a combination where at least some of the performance symbols are different from the performance symbols in other rows, such as

[0323] or

[0112] . In this way, the performance display device 25 runs the performance game in conjunction with the execution of the special game. In the special effects game, the special effects symbols will temporarily stop before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means a state that indicates the symbols may change again, such as a "shaking fluctuation state," or a state that is different from a confirmed stop display.

[0057] In the gaming machine 10, there are two types of performance games: the first performance game and the second performance game. The first performance game is performed in conjunction with the first special game. The second performance game is performed in conjunction with the second special game.

[0058] As shown in Figure 4(a), when in a low base state, the display area 25r of the performance display device 25 is divided into a first display area 25a and a second display area 25b which is smaller than the first display area 25a. When in a low base state, the second display area 25b is formed in the upper right of the display area 25r of the performance display device 25. On the other hand, when in a low base state, the display area of ​​the display area 25r of the performance display device 25, excluding the second display area 25b, becomes the first display area 25a. The first display area 25a is a display area that includes the center of the display area 25r of the performance display device 25. The first performance game is then executed in the first display area 25a when in a low base state. On the other hand, the second performance game is executed in the second display area 25b when in a low base state. In the gaming machine 10, when the base state is low, the first performance game, which is performed in conjunction with the first special game, is executed in a way that is more likely to attract the player's attention than the second performance game, which is performed in conjunction with the second special game.

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

[0060] In gaming machine 10, after a special game ends, there is a pause interval period. After a special game that results in a jackpot, a jackpot game is awarded after the pause interval period ends. After a special game that results in a loss, if the execution of a special game is pending, the execution of the next special game will begin after the pause interval period ends. Specifically, after a first special game that results in a loss, if the execution of the first special game is pending after the pause interval period ends, the execution of the next first special game will begin. Similarly, after a second special game that results in a loss, if the execution of the second special game is pending after the pause interval period ends, the execution of the next second special game will begin. On the other hand, after a special game that results in a loss, if the execution of a special game is not pending after the pause interval period ends, the machine enters a standby state. Specifically, after a special game that results in a loss, if the execution of both the first and second special games is not pending after the pause interval period ends, the machine enters a standby state.

[0061] As shown in Figure 5, in the gaming machine 10, after the execution of the special game ends at timing t11, there is a pause interval until timing t12. Then, at timing t12, when the pause interval ends, if neither the first special game nor the second special game is currently in a pending state, the machine enters a standby state.

[0062] In standby mode, the symbol display standby animation, the video standby animation, and the logo animation are executed on the animation display device 25. Specifically, if the system enters standby mode at timing t12, the symbol display standby animation is executed on the animation display device 25 until timing t13, when the first standby time has elapsed. Then, from timing t13 until timing t14, when the second standby time has elapsed, the video standby animation is executed on the animation display device 25. Furthermore, from timing t14 until timing t15, when the third standby time has elapsed, the logo animation is executed on the animation display device 25. When the system is in standby mode, the symbol display standby animation, the video standby animation, and the logo animation are executed in sequence and repeatedly on the animation display device 25. For example, when the logo animation finishes at timing t15, the symbol display standby animation is executed again on the animation display device 25 for the duration of the first standby time.

[0063] In the symbol display standby sequence, the three rows of symbols for the first game are temporarily paused and displayed on the display device 25. Furthermore, in the symbol display standby sequence, the three rows of symbols for the second game are temporarily paused and displayed on the display device 25. In the video standby sequence, the display device 25 executes a sequence, for example, an sequence introducing the character that serves as the motif for the gaming machine 10, or an sequence introducing the sequences that will be performed on the gaming machine 10. The video standby sequence is sometimes called a customer waiting sequence or a demonstration sequence (or simply a demo sequence). In the logo sequence, the display device 25 executes a sequence that displays the logo of at least one of the manufacturers and distributors of the gaming machine 10.

[0064] The gaming machine 10 is configured to execute a confirmation animation, which is a winning confirmation animation. The confirmation animation is an animation that notifies that the special game currently being played will result in a jackpot. The confirmation animation is an animation that is executed only when the jackpot lottery is won. The confirmation animation is also called a premium animation (or premium animation). In the gaming machine 10, the confirmation animation is executed when the upper movable body 80 moves to the animation position Pb and a confirmation sound is output from the speaker 18. Thus, the speaker 18 can execute the confirmation animation. In other words, in this embodiment, the animation execution means can execute the winning confirmation animation.

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

[0066] As shown in Figure 6, in the gaming machine 10, before the upper movable body 80 operates, the performance display device 25 executes a performance (hereinafter referred to as the "pre-operation performance") that identifies the upper movable body 80 as operating. In this embodiment, an image resembling an upward-pointing arrow and the text information "Pay attention to the top!" are displayed on the performance display device 25, and the pre-operation performance is executed. Then, in the gaming machine 10, the upper movable body 80 operates after the pre-operation performance has been executed.

[0067] As shown in Figure 7, in the gaming machine 10, a confirmation animation may be executed when the first special game is being played, based on the fact that a jackpot has been won in the jackpot lottery (first jackpot lottery) conducted when the first special game is being played, that is, based on the jackpot symbols being displayed in a confirmed stop during the first special game. On the other hand, in the gaming machine 10, a confirmation animation is not executed when a jackpot has been won in the jackpot lottery (second jackpot lottery) conducted when the second special game is being played, that is, based on the jackpot symbols being displayed in a confirmed stop during the second special game. Thus, in the gaming machine 10, when a jackpot symbol is displayed in a confirmed stop during the first special game, a confirmation animation can be executed when the first special game is being played, based on the fact that a jackpot symbol is displayed in a confirmed stop during the first special game. In other words, when a winning result is derived in the first variation game, a winning confirmation animation can be executed when the first variation game is being played, based on the fact that a winning result is derived in the first variation game. On the other hand, in the gaming machine 10, when the winning symbols are displayed in the second special game, the confirmation animation is not performed based on the fact that the winning symbols are displayed in the second special game. In other words, when a winning result is derived in the second variation game, the confirmation animation is not performed based on the fact that a winning result is derived in the second variation game.

[0068] As shown in Figure 7, the gaming machine 10 is configured to execute specific effects. A specific effect is an effect that can make the player expect that the special game currently being played will result in a jackpot. In the gaming machine 10, a specific effect is executed by displaying an image related to the specific effect on the effect display device 25. Thus, the effects that the effect display device 25 can execute include specific effects. In other words, in this embodiment, the effects that the effect execution means can execute include specific effects. Furthermore, there are multiple types of effects for specific effects. When a specific effect is executed in the gaming machine 10, the expected probability of the special game currently being played resulting in a jackpot (so-called jackpot expectation) differs depending on the content of the specific effect.

[0069] In the gaming machine 10, a specific effect may be executed during the execution of the first special game. In other words, in the gaming machine 10, the specific effect can be executed in conjunction with the execution of the first special game. That is, the specific effect can be said to be an effect that can be executed in conjunction with the execution of the first variable game. Thus, among the effects that the effect execution means can execute, there are effects that can be executed in conjunction with the execution of the first variable game. Furthermore, in the gaming machine 10, a specific effect may be executed during the execution of the second special game. In other words, in the gaming machine 10, the specific effect can be executed in conjunction with the execution of the second special game. That is, the specific effect can be said to be an effect that can be executed in conjunction with the execution of the second variable game. Thus, among the effects that the effect execution means can execute, there are effects that can be executed in conjunction with the execution of the second variable game. As described above, among the effects that the effect execution means can execute, there are effects that can be executed in conjunction with the execution of the first variable game and effects that can be executed in conjunction with the execution of the second variable game.

[0070] Furthermore, the gaming machine 10 is configured to allow customization of specific effects that can be performed in conjunction with the execution of the first special game. That is, in this embodiment, the effects that can be performed in conjunction with the execution of the first variable game are configured to allow customization. On the other hand, the gaming machine 10 is configured not to allow customization of specific effects that can be performed in conjunction with the execution of the second special game. In the gaming machine 10, when the specific effects that can be performed in conjunction with the execution of the first special game are customized, the probability of the specific effects being performed is lower compared to when the specific effects that can be performed in conjunction with the execution of the first special game are not customized. In other words, the gaming machine 10 can lower the probability of the specific effects being performed by customizing the specific effects that can be performed in conjunction with the execution of the first special game. As a result, the gaming machine 10 can lower the frequency at which the specific effects are performed within the period during which the first special game is executed for a unit number of times by customizing the specific effects that can be performed in conjunction with the execution of the first special game. Incidentally, when a specific animation that can be performed in conjunction with the execution of the first special game is customized, the probability of that animation being performed is the same as the probability of that animation being performed in conjunction with the execution of the second special game. In other words, in the gaming machine 10, by customizing the specific animation that can be performed in conjunction with the execution of the first special game, the probability of that animation being performed in conjunction with the execution of the first special game can be made the same as the probability of that animation being performed in conjunction with the execution of the second special game.

[0071] As shown in Figure 4(a), in the gaming machine 10, when customizing a specific effect that can be executed in conjunction with the execution of the first special game, the effect display device 25 displays a selection image SG1 that indicates that customization has been selected. The selection image SG1 contains the text information "Effect Customization = ON". On the other hand, as shown in Figure 4(b), in the gaming machine 10, when not customizing a specific effect that can be executed in conjunction with the execution of the first special game, the effect display device 25 displays a non-selection image SG2 that indicates that not customizing has been selected. The non-selection image SG2 contains the text information "Effect Customization = OFF".

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

[0073] In the gaming machine 10, when in standby mode, the player can customize specific effects that can be performed in conjunction with the execution of the first special game by operating at least one of the up button B1 and the down button B2. In the gaming machine 10, while the first special game is in progress, the player can customize specific effects that can be performed in conjunction with the execution of the first special game by operating at least one of the up button B1 and the down button B2. In the gaming machine 10, while the second special game is in progress, the player can customize specific effects that can be performed in conjunction with the execution of the first special game by operating at least one of the up button B1 and the down button B2. In the gaming machine 10, when a jackpot game has been awarded, the player can customize specific effects that can be performed in conjunction with the execution of the first special game by operating at least one of the up button B1 and the down button B2.

[0074] The gaming machine 10 is capable of executing a right-handed shooting animation that encourages the player to shoot to the right. The right-handed shooting animation corresponds to an animation that encourages the player to send the game balls down to the right-side area RB. In the gaming machine 10, the right-handed shooting animation is executed when the right-handed shooting image RG is displayed on the animation display device 25.

[0075] As shown in Figure 8(a), in this embodiment, the right-hitting image RG is an image that mimics an arrow pointing to the right. Furthermore, the right-hitting image RG is an image that includes the text information "right-hitting". The right-hitting animation is performed when right-hitting is recommended. For example, in the gaming machine 10, the right-hitting animation is performed when the machine is in a high-base state. For example, in the gaming machine 10, the right-hitting animation is performed when a jackpot game is awarded. For example, in the gaming machine 10, the animation style of the right-hitting animation when the machine is in a high-base state may be different from the animation style of the right-hitting animation when a jackpot game is awarded. In the gaming machine 10, the ability to perform the right-hitting animation corresponds to the ability to encourage right-hitting, that is, the ability to encourage the launch of game balls into the right-side area RB. That is, the animation display device 25 is capable of performing the right-hitting animation and is capable of encouraging the launch of game balls into the right-side area RB, which is the second game area.

[0076] The gaming machine 10 is capable of executing a left-handed shooting animation that encourages players to shoot to the left. The left-handed shooting animation corresponds to an animation that encourages players to send the game balls down into the left-side area RA. In the gaming machine 10, the left-handed shooting animation is executed when the left-handed shooting image LG is displayed on the animation display device 25.

[0077] As shown in Figure 8(b), in this embodiment, the left-handed image LG is an image that mimics an arrow pointing to the left. Furthermore, the left-handed image LG is an image that includes the text information, "Please return to left-handed play." The left-handed play animation is performed when left-handed play is recommended. Specifically, the left-handed play animation in the gaming machine 10 is performed after the situation switches from one in which right-handed play is recommended to one in which left-handed play is recommended, and then in the situation where left-handed play is recommended. In the gaming machine 10, the ability to perform the left-handed play animation corresponds to the ability to encourage left-handed play, that is, the ability to encourage the launch of game balls into the left-side area RA. In other words, the animation display device 25, as a means of promoting launch, is capable of performing the left-handed play animation and can encourage the launch of game balls into the left-side area RA, which is the first game area. As described above, in the gaming machine 10, after switching from a high-base state to a low-base state, the animation display device 25 is capable of performing the left-handed play animation in the low-base state. In other words, after switching from the second state to the first state, in the first state, the launch promotion means can promote the launch of game balls into the first game area.

[0078] The left-handed shooting animation ends after its scheduled duration (for example, 15 seconds). In other words, the execution of the left-handed shooting animation ends when the time limit expires. However, the right-handed shooting animation continues to run even after the time limit has expired, as long as the situation is such that right-handed shooting is recommended. In other words, the execution of the right-handed shooting animation does not end when the time limit expires.

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

[0080] First, let me explain the main board 40. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 performs various processes by executing a control program for the main CPU 41 (main control program). The main ROM 42 stores the main control program and a lottery table used for predetermined lotteries. The main ROM 42 stores the jackpot determination value used for jackpot lotteries. Specifically, the main ROM 42 stores the jackpot determination value used for the first jackpot lottery (hereinafter referred to as the first jackpot determination value). The first jackpot determination value includes a first high probability value and a first common value. In the first jackpot lottery when the game is not in a probability variation state, only the first common value is used out of the first common value and the first high probability value, while in the first jackpot lottery when the game is in a probability variation state, both the first common value and the first high probability value are used. Furthermore, the main ROM 42 stores the jackpot determination value (hereinafter referred to as the second jackpot determination value) used in the second jackpot lottery. The second jackpot determination value consists of a second high probability value and a second common value. In the second jackpot lottery when the game is not in a probability variation state, only the second common value is used out of the two values, while in the second jackpot lottery when the game is in a probability variation state, both the second common value and the second high probability value are used. The main ROM 42 also stores the performance determination value used in the performance lottery. The performance lottery is a lottery that determines whether to execute a reach performance when the jackpot lottery is unsuccessful, and is equivalent to a reach lottery. The performance determination value consists of a first performance determination value used in the performance lottery conducted when the jackpot is not won in the first jackpot lottery, and a second performance determination value used in the performance lottery conducted when the jackpot is not won in the second jackpot lottery. The main ROM 42 stores the normal win determination values ​​used in the normal win lottery. There are two types of normal win determination values: the normal high probability value and the normal common value. In the normal win lottery when the base state is low, only the normal common value is used out of the normal common value and the normal high probability value, while in the normal win lottery when the base state is high, both the normal common value and the normal high probability value are used.

[0081] The main ROM 42 stores multiple types of variation patterns. Each of these variation patterns is associated with a variation time from the start of the special game until the end of the special game. In other words, the variation pattern is associated with the variation time of the special game. The variation pattern can be said to be information that can identify the variation time of the special game. In the gaming machine 10, the variation time of the special game is determined by the determination of the variation pattern. The variation pattern may also be information that can identify some or all of the performance content of the performance game that takes place from the start of the special game until the end of the special game. Examples of variation patterns include a jackpot variation pattern and a losing variation pattern. The jackpot variation pattern is associated with a performance content of the performance game that, after a reach performance, ultimately displays a confirmed combination of symbols for a jackpot. The losing variation pattern includes a losing variation pattern without a reach and a losing variation pattern with a reach. In the losing spin pattern without a reach, the corresponding gameplay involves displaying a losing combination of symbols without going through a reach animation. In the losing spin pattern with a reach, the corresponding gameplay involves displaying a losing combination of symbols after going through a reach animation.

[0082] In the gaming machine 10, the fluctuation patterns that can be determined when executing the first special game are classified into two types: fluctuation patterns that can be determined when executing the second special game. The fluctuation patterns that can be determined when executing the first special game and the fluctuation patterns that can be determined when executing the second special game may have some common elements or may be completely different. In the gaming machine 10, the longest fluctuation time associated with the fluctuation pattern that can be determined when executing the first special game is longer than the longest fluctuation time associated with the fluctuation pattern that can be determined when executing the second special game. Therefore, the longest fluctuation time in the first special game is longer than the longest fluctuation time in the second special game. In other words, the longest fluctuation time in the second special game is shorter than the longest fluctuation time in the first special game. That is, the longest fluctuation time in the first fluctuation game is longer than the longest fluctuation time in the second fluctuation game. In other words, the longest variation time in the second variation game is shorter than the longest variation time in the first variation game.

[0083] The main ROM 42 stores multiple types of variation patterns for normal games. Each of these multiple types of variation patterns for normal games is associated with a variation time from the start to the end of a normal game. In other words, each variation pattern for a normal game is associated with a variation time for a normal game. For example, there are variation patterns for normal games that can be determined when the base state is low, and variation patterns for normal games that can be determined when the base state is high. The variation patterns for normal games that can be determined when the base state is low and the variation patterns for normal games that can be determined when the base state is high may have some common elements, or they may be completely different.

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

[0085] The main RWM43 is configured to store various information that can be rewritten as needed during the operation of the gaming machine 10. The information stored by the main RWM43 includes, for example, flags, counters, and timers. The main board 40 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

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

[0087] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 performs various processes (for example, processes related to performance) by executing a control program (sub-control program) for the sub-CPU 51. The sub-ROM 52 stores the sub-control program, a lottery table used for the lottery, and judgment values. The sub-ROM 52 stores display performance data that can identify the manner (content) of the display performance in the performance display device 25. The sub-ROM 52 also stores light emission performance data that can identify the manner (content) of the light emission performance in the decorative lamp 17. The sub-ROM 52 also stores sound performance data that can identify the manner (content) of the sound performance in the speaker 18.

[0088] The sub-RWM53 is configured to store various information that can be rewritten as needed during the operation of the gaming machine 10. The information stored by the sub-RWM53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.

[0089] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 can control the decorative lamp 17, speaker 18, and performance display device 25 via a drive circuit (not shown). The sub-board 50 is connected to an upper button B1 and a lower button B2. The sub-CPU 51 is configured to receive operation signals to be output when various buttons B1 and B2 are operated via a port (not shown). The performance actuator EA is connected to the sub-board 50. The sub-CPU 51 can control the operation of the performance actuator EA via a drive circuit (not shown). The sub-board 50 is connected to a home-position sensor GS. The sub-CPU 51 is configured to receive detection signals from the home-position sensor GS via a port.

[0090] The following describes the various processes that the main CPU 41 executes based on the control program. First, we will explain the special symbol input processing performed by the main CPU 41. In the special symbol input process, the main CPU 41 performs the first special symbol input process. After completing the first special symbol input process, the main CPU 41 performs the second special symbol input process. Then, after completing the second special symbol input process, the main CPU 41 terminates the special symbol input process.

[0091] In the first special symbol input process, the main CPU 41 determines whether a game ball has entered the first start opening 26 based on whether it has received a detection signal from the first start sensor SE1 (hereinafter referred to as the first input determination). If the result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the result of the first input determination is positive, the main CPU 41 determines whether the number of first special reserved balls stored in the main RWM 43 is less than the upper limit (hereinafter referred to as the first reserved ball determination). If the result of the first reserved ball determination is negative, the main CPU 41 terminates the first special symbol input process. If the result of the first reserved ball determination is positive, the main CPU 41 adds 1 to the number of first special reserved balls and updates it. The main CPU 41 also controls the information display panel 22 to display the updated number of first special reserved balls. The main CPU 41 stores control information that can identify the updated number of first special reserved balls (hereinafter referred to as the first reserved ball command) in the output buffer. Furthermore, if the result of the first hold judgment is positive, the main CPU 41 acquires the random numbers generated within the main board 40 and stores the random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the information in a way that makes it possible to identify that it is random number information for the first special game and the order in which the random number information is stored. In this embodiment, the execution of the first special game is held in a hold by storing the random number information for the first special game in the main RWM 43. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. The random numbers acquired here may include, for example, the first jackpot lottery random numbers used in the first jackpot lottery, the symbol random numbers used to determine the jackpot symbols, the variation pattern random numbers used to determine the variation pattern, and the performance lottery random numbers used in the performance lottery. After that, the main CPU 41 terminates the first special symbol input processing.

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

[0093] Next, we will explain the special symbol start process performed by the main CPU 41. In the special symbol start process, the main CPU 41 determines whether a jackpot game is currently in progress. If a jackpot game is in progress, the main CPU 41 terminates the special symbol start process. If a jackpot game is not in progress, the main CPU 41 performs a first execution determination. In the first execution determination, the main CPU 41 determines whether the first special game is not currently in progress and whether the interval period after the end of the first special game has ended. If the first special game is currently in progress or the interval period after the end of the first special game has ended, the main CPU 41 determines the first execution determination as negative. If the first special game is not currently in progress and the interval period after the end of the first special game has ended has ended, the main CPU 41 determines the first execution determination as positive. If the first execution determination is negative, the main CPU 41 performs a second execution determination. If the first execution determination is positive, the main CPU 41 performs a first reserve determination to determine whether the number of first special reserves is 1 or more. If the first hold determination determines that the number of first special holds is not 1 or more, the main CPU 41 performs a second execution determination. On the other hand, if the first hold determination determines that the number of first special holds is 1 or more, the main CPU 41 performs the first special symbol start processing related to the execution of the first special game. After performing the first special symbol start processing, the main CPU 41 performs a second execution determination.

[0094] In the second execution determination, the main CPU 41 determines whether the second special game is not currently running and whether the interval period after the end of the second special game has ended. If the second special game is currently running or the interval period after the end of the second special game has ended, the main CPU 41 determines the second execution determination as negative. On the other hand, if the second special game is not currently running and the interval period after the end of the second special game has ended, the main CPU 41 determines the second execution determination as positive. If the second execution determination is negative, the main CPU 41 terminates the special symbol start process. On the other hand, if the second execution determination is positive, the main CPU 41 performs a second reserve determination to determine whether the number of second special reserves is 1 or more. If the second reserve determination determines that the number of second special reserves is not 1 or more, the main CPU 41 terminates the special symbol start process. On the other hand, if the second reserve determination determines that the number of second special reserves is 1 or more, the main CPU 41 performs the second special symbol start process related to the execution of the second special game. After performing the second special symbol start process, the main CPU 41 terminates the special symbol start process.

[0095] Incidentally, if the first reserve determination determines that the number of first special reserves is not 1 or greater, and the second reserve determination determines that the number of second special reserves is not 1 or greater, the main CPU 41 stores control information that can identify the standby state (hereinafter referred to as a standby command) in the output buffer and terminates the special symbol start process. The main CPU 41 does not store the standby command in the output buffer again, even if the first reserve determination determines that the number of first special reserves is not 1 or greater, and the second reserve determination determines that the number of second special reserves is not 1 or greater, until the special game is executed after the standby command has been stored in the output buffer. The control information (control command) stored in the output buffer is output to the sub-board 50 in the next timer interrupt processing. In this embodiment, the standby state can be said to be a situation in which a special game is not being executed. In this embodiment, the standby state can be said to be a situation in which at least one of the special games, a special game or a normal game, is not being executed. The standby state can be said to be a situation in which a jackpot game has not occurred.

[0096] Now, let's explain the process for starting the first special symbol. In the first special symbol start process, the main CPU 41 decrements the first special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads the first random number information stored from the main RWM 43 among the random number information for the first special game. After reading the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the first jackpot lottery process. However, if the second special game in which a jackpot has been won is in progress during the first special symbol start process, the main CPU 41 does not perform the first jackpot lottery process and instead performs the first losing game process.

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

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

[0099] In the first losing game processing, the main CPU 41 determines the losing symbol. Also in the first losing game processing, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the first performance judgment value. In the first losing game processing, the main CPU 41 determines whether the value of the performance lottery random number and the first performance judgment value match and performs a performance lottery. In the first losing game processing, the main CPU 41 determines a losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. At this time, the main CPU 41 refers to the shortened state flag. Then, depending on whether it is a low base state or a high base state, the main CPU 41 determines a losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. Also, if the performance lottery is won, the main CPU 41 determines a variation pattern with a losing reach among the losing variation patterns based on the value of the variation pattern random number that can be identified from the read random number information. On the other hand, if the main CPU 41 does not win the performance lottery, it determines a losing variation pattern without a reach among the losing variation patterns based on the value of the random variation pattern random number that can be identified from the read random number information. After determining the special symbol and variation pattern, the main CPU 41 terminates the first losing game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the first special symbol start processing. Hereinafter, the symbol command stored in the output buffer during the first special symbol start processing may be referred to as the first symbol command. Hereinafter, the variation pattern command stored in the output buffer during the first special symbol start processing may be referred to as the first variation pattern command. In this embodiment, the main CPU 41 determines the variation pattern during the first special symbol start processing, thereby realizing the function of a first variation time determination means that determines the variation time of the first variation game.

[0100] Next, we will explain the process for starting the second special symbol. In the second special symbol start process, the main CPU 41 decrements the second special reserve number stored in the main RWM 43 by 1 and updates it. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 stores a second reserve number command that can identify the updated second special reserve number in the output buffer. Next, the main CPU 41 reads the first stored random number information from the main RWM 43 among the random number information for the second special game. After reading the first stored random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Then, the main CPU 41 performs the second jackpot lottery process. However, if the first special game in which a jackpot has been won is in progress during the second special symbol start process, the main CPU 41 does not perform the second jackpot lottery process and instead performs the second losing game process.

[0101] In the second jackpot lottery process, the main CPU 41 performs a second jackpot lottery based on the value of the second jackpot lottery random number that can be identified from the read random number information and the second jackpot determination value stored in the main ROM 42. At this time, if the main CPU 41 is in a probability variation state, it performs the second jackpot lottery using the second common value and the second high probability value, while if it is not in a probability variation state, it performs the second jackpot lottery using the second common value. The main CPU 41 determines whether the value of the second jackpot lottery random number and the second jackpot determination value match and performs the second jackpot lottery. In this embodiment, if the value of the second jackpot lottery random number and the second jackpot determination value match, it is considered that the second jackpot lottery has been won, and if the value of the second jackpot lottery random number and the second jackpot determination value do not match, it is considered that the second jackpot lottery has not been won. If the second jackpot lottery is won, the main CPU 41 terminates the second jackpot lottery process and executes the second jackpot game process. On the other hand, if the jackpot lottery is not won, the main CPU 41 executes the second losing game process. In this embodiment, the main CPU 41 executes the second jackpot lottery process, thereby realizing the function of a second jackpot lottery means that performs a jackpot lottery related to the second variable game.

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

[0103] In the second losing game processing, the main CPU 41 determines the losing symbols. Also in the second losing game processing, the main CPU 41 performs a performance lottery based on the value of the performance lottery random number that can be identified from the read random number information and the second performance judgment value. In the second losing game processing, the main CPU 41 determines whether the value of the performance lottery random number and the second performance judgment value match and performs a performance lottery. In the second losing game processing, the main CPU 41 determines a losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. At this time, the main CPU 41 refers to the shortened state flag. Then, depending on whether it is a low base state or a high base state, the main CPU 41 determines a losing variation pattern based on the value of the variation pattern random number that can be identified from the read random number information. Also, if the performance lottery is won, the main CPU 41 determines a variation pattern with a losing reach among the losing variation patterns based on the value of the variation pattern random number that can be identified from the read random number information. On the other hand, if the main CPU 41 does not win the performance lottery, it determines a losing variation pattern without a reach among the losing variation patterns based on the value of the random variation pattern random number that can be identified from the read random number information. After determining the special symbol and variation pattern, the main CPU 41 terminates the second losing game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 terminates the second special symbol start processing. Hereinafter, the symbol command stored in the output buffer during the second special symbol start processing may be referred to as the second symbol command. Hereinafter, the variation pattern command stored in the output buffer during the second special symbol start processing may be referred to as the second variation pattern command. In this embodiment, the main CPU 41's determination of the variation pattern during the second special symbol start processing realizes the function of a second variation time determination means for determining the variation time of the second variation game.

[0104] In the gaming machine 10, if the second special game, which has resulted in a jackpot, is currently in progress during the first special symbol start process, the jackpot lottery process is not executed, and the first losing game process is executed instead. Therefore, in the gaming machine 10, if the first special game is started while the second special game, which will result in a jackpot, is currently in progress, the losing symbols will be displayed as confirmed stop symbols in the first special game. Similarly, in the gaming machine 10, if the first special game, which has resulted in a jackpot, is currently in progress during the second special symbol start process, the jackpot lottery process is not executed, and the second losing game process is executed instead. Therefore, in the gaming machine 10, if the second special game is started while the first special game, which will result in a jackpot, the losing symbols will be displayed as confirmed stop symbols in the second special game.

[0105] When the first special symbol start process in the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the first special game. Specifically, the main CPU 41 controls the information display panel 22 so that the first special game is started. Furthermore, the main CPU 41 measures the variation time associated with the variation pattern determined in the special symbol start process. When the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a confirmed stop and the first special game ends. Also, when the variation time associated with the variation pattern has elapsed, the main CPU 41 stores a first end command that can identify the end of the first special game in the output buffer. After the first special game has ended, the main CPU 41 measures the time required for the post-stop interval period and sets this as the post-stop interval period after the end of the first special game. When the pause interval period following the end of the first special game has finished, the main CPU 41 refers to the number of special games held at the end of the pause interval period following the end of the first special game. The main CPU 41 then stores control information that can identify the number of special games held at the end of the pause interval period following the end of the first special game (hereinafter referred to as the "number of games held after the first interval command") in the output buffer.

[0106] Similarly, after the second special symbol start process in the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the second special game. Specifically, the main CPU 41 controls the information display panel 22 so that the second special game is started. Furthermore, the main CPU 41 measures the variation time associated with the variation pattern determined in the special symbol start process. When the variation time associated with the variation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a confirmed stop and the second special game is terminated. Also, when the variation time associated with the variation pattern has elapsed, the main CPU 41 stores a second termination command that can identify the end of the second special game in the output buffer. After the second special game is terminated, the main CPU 41 measures the time required for the post-stop interval period and sets this as the post-stop interval period after the end of the second special game. When the pause interval period following the end of the second special game has finished, the main CPU 41 refers to the number of second special games held at the end of the pause interval period following the end of the second special game. The main CPU 41 then stores control information that can identify the number of second special games held at the end of the pause interval period following the end of the second special game (hereinafter referred to as the "second interval hold count command") in the output buffer.

[0107] Incidentally, if the main CPU 41, while the first special game is running, determines that the second special game is a jackpot and displays the jackpot symbol in the second special symbol display unit 22b, it forcibly terminates the running first special game and displays the losing symbol in the first special symbol display unit 22a. Similarly, if the main CPU 41, while the second special game is running, determines that the first special game is a jackpot and displays the jackpot symbol in the first special symbol display unit 22a, it forcibly terminates the running second special game and displays the losing symbol in the second special symbol display unit 22b.

[0108] Next, we will explain the prize ball processing performed by the main CPU 41. When a detection signal is received from the first start sensor SE1, the main CPU 41 controls the system so that game balls are dispensed as prize balls. When a detection signal is received from the second start sensor SE2, the main CPU 41 controls the system so that game balls are dispensed as prize balls. When a detection signal is received from the first count sensor SE3, the main CPU 41 controls the system so that game balls are dispensed as prize balls. When a detection signal is received from the second count sensor SE4, the main CPU 41 controls the system so that game balls are dispensed as prize balls. The main CPU 41 also controls the system so that the number of game balls dispensed as prize balls corresponds to the number of game balls that entered the prize slot.

[0109] Next, we will explain the jackpot processing performed by the main CPU 41. The main CPU 41 identifies the type of jackpot game based on the jackpot symbols determined in the special symbol start process. Then, after the jackpot special game ends, the main CPU 41 starts the control to assign the identified jackpot game. Specifically, the main CPU 41 starts the control to assign the jackpot game after the jackpot special game has ended and the post-stop interval period has ended. The main CPU 41 assigns the jackpot game by executing the jackpot process. In this way, in the gaming machine 10, the jackpot game is assigned after a jackpot is won.

[0110] When the special game for a jackpot ends, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 measures the opening time. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. That is, the main CPU 41 controls the opening of the large prize slots 29 and 31 according to the opening pattern set for the jackpot game. For example, when the main CPU 41 awards the first jackpot game or the second jackpot game, it controls the second actuator A2 to open the first large prize slot 29 and starts the round game. When the main CPU 41 awards the first jackpot game or the second jackpot game, after starting the round game, when the first round end condition or the second round end condition is met, it controls the second actuator A2 to close the open first large prize slot 29 and ends the round game. On the other hand, when the main CPU 41 awards a third or fourth jackpot, it controls the third actuator A3 to open the second prize slot 31 and starts the round game. When the main CPU 41 awards a third or fourth jackpot, after starting the round game, if the conditions for ending the first round or the second round are met, it controls the third actuator A3 to close the open second prize slot 31 and ends the round game. The main CPU 41 repeatedly performs the process of executing the round game until the maximum number of rounds specified for the jackpot game have ended. Each time a round game is started, the main CPU 41 stores a round command in the output buffer. When the final round of the game has ended, the main CPU 41 stores an ending command in the output buffer. After storing the ending command in the output buffer, the main CPU 41 measures the ending time. Then, when the ending time has elapsed, the main CPU 41 terminates the jackpot game.

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

[0112] When the main CPU 41 controls the game to a non-probability state, it sets a value that identifies the control to a non-probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a non-probability state (hereinafter referred to as a low probability state command) in the output buffer. Similarly, when the main CPU 41 controls the game to a probability state, it sets a value that identifies the control to a probability state in the probability state flag. The main CPU 41 also stores control information that identifies the game to be in a probability state (hereinafter referred to as a high probability state command) in the output buffer. For example, after the end of the first jackpot game and after the end of the third jackpot game, the main CPU 41 sets a value that identifies the control to a probability state in the probability state flag. On the other hand, after the end of the second jackpot game and after the end of the fourth jackpot game, the main CPU 41 sets a value that identifies the control to a non-probability state in the probability state flag.

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

[0114] When the main CPU 41 controls the game to a high base state after a jackpot game has ended, it sets a value that identifies the control to a high base state after the jackpot game has ended to the shortened state flag. The main CPU 41 stores control information (hereinafter referred to as the high base state command) that identifies the high base state controlled after the jackpot game has ended in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as the count information) that identifies the remaining number of special games to control the game to a high base state after the jackpot game has ended. At this time, the main CPU 41 updates the count information to identify the control to a high base state after the first jackpot game has ended, and after the third jackpot game has ended, until the next jackpot game is awarded. On the other hand, the main CPU 41 updates the count information to identify 100 after the second jackpot game has ended, and after the fourth jackpot game has ended. After the second jackpot game ends, and after the fourth jackpot game ends, the main CPU 41 updates the count information by subtracting 1 from the count information after each special game ends. If the count information after subtracting 1 reaches 0, the main CPU 41 controls the system to a low base state. Incidentally, if a jackpot game is awarded, the main CPU 41 updates the count information to 0 and initializes the system. Also, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as the count command) that allows it to specify the number of times that can be specified from the updated count information in the output buffer.

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

[0116] Next, we will explain the normal symbol start process performed by the main CPU 41. The main CPU 41 determines whether the conditions for running a normal game are met. The main CPU 41 makes a positive determination if it is neither in a normal win game nor in a normal game, and a negative determination if it is in a normal win game or a normal game. If the conditions for running a normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the conditions for running a normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 decrements the normal reserve number stored in the main RWM 43 by 1 and updates it, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command that can specify the updated normal reserve number in the output buffer.

[0117] Next, the main CPU 41 reads the first random number information for normal games stored from the main RWM 43. After reading the first random number information for normal games, the main CPU 41 erases the first random number information for normal games stored from the main RWM 43. Subsequently, the main CPU 41 performs a normal win lottery based on the value of the normal win lottery random number that can be identified from the read normal number information for normal games and the normal win judgment value stored in the main ROM 42. In this way, the main CPU 41 is able to perform a normal win lottery. If the normal win lottery is won, the main CPU 41 determines the normal win symbol based on the value of the normal symbol random number that can be identified from the read normal number information for normal games. If the normal win lottery is won, the main CPU 41 also determines the normal loss symbol based on the value of the normal symbol random number that can be identified from the read normal number information for normal games. Furthermore, the main CPU 41 determines the variation pattern for the normal game based on the value of the normal variation pattern random number that can be identified from the random number information for the normal game that it has read. After determining the normal symbols and the variation pattern for the normal game, the main CPU 41 stores the control information that can identify the determined normal symbols (hereinafter referred to as the normal symbol command) and the control information that can identify the variation pattern for the normal game (hereinafter referred to as the normal variation pattern command) in the output buffer and terminates the normal symbol start process. After that, the main CPU 41 terminates the normal symbol start process.

[0118] The main CPU 41 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. When the variation time associated with the variation pattern for the normal game determined in the normal symbol start process has elapsed, the main CPU 41 controls the information display panel 22 so that the normal symbols determined in the normal symbol start process are displayed as confirmed stops. Also, when the variation time associated with the variation pattern for the normal game determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command that can identify the end of the normal game in the output buffer.

[0119] Next, we will explain the normal processing performed by the main CPU 41. If the normal win lottery is won, the main CPU 41 determines the opening pattern of the second start gate 27 when the normal game ends, and controls the first actuator A1 so that the second start gate 27 is opened according to the opening pattern. In the gaming machine 10, the normal win game is granted when the main CPU 41 executes the normal win process.

[0120] Next, we will explain the various processes that the sub-CPU 51 executes based on the control program. When a low probability state command is input, the sub-CPU 51 sets a value that identifies the non-probability state in the sub-RWM 53's sub-probability state flag. When a high probability state command is input, the sub-CPU 51 sets a value that identifies the probability state in the sub-RWM 53's sub-probability state flag.

[0121] When the sub-CPU 51 receives a low base state command, it sets the sub-shortened state flag stored in the sub-RWM 53 to a value that identifies the low base state. When the sub-CPU 51 receives a high base state command, it sets the sub-shortened state flag to a value that identifies the high base state. In addition, when the sub-CPU 51 receives a count command, it updates the information stored in the sub-RWM 53 to identify the remaining number of special games that control the game to a high base state after the jackpot game ends, which can be identified from the command.

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

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

[0124] Furthermore, when a first variation pattern command is input, the sub-CPU 51 determines the combination of symbols to be ultimately derived in the first performance game based on the first variation pattern command and the symbol command. If the sub-CPU 51 can identify a winning symbol from the symbol command, it determines the winning symbol combination. If the sub-CPU 51 can identify a losing symbol from the symbol command, it determines the losing symbol combination. If a variation pattern with a losing reach is specified, the sub-CPU 51 determines the losing symbol combination including the reach. When a first variation pattern command is input, the sub-CPU 51 controls the performance display device 25 so that the first performance game is executed. In other words, the sub-CPU 51 starts the first performance game. When the base state is low, the sub-CPU 51 controls the performance display device 25 so that the first performance game is executed in the first display area 25a. On the other hand, when the base state is high, the sub-CPU 51 controls the performance display device 25 so that the first performance game is executed in the second display area 25b. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the determined combination of symbols. Subsequently, triggered by the input of the first termination command, the sub-CPU 51 finalizes and displays the determined combination of symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the first termination command, and finalize and displays the symbol combination when that variation time has elapsed. In this case, the first termination command may be omitted. Furthermore, if the variation pattern that can be determined from the first variation pattern command is a variation pattern that includes a reach effect, the sub-CPU 51 controls the effect display device 25 so that the reach effect is executed.

[0125] When a second variation pattern command is input, the sub-CPU 51 determines the combination of symbols to be ultimately derived in the second performance game based on the second variation pattern command and the symbol command. If the sub-CPU 51 can identify a winning symbol from the symbol command, it determines the winning symbol combination. If the sub-CPU 51 can identify a losing symbol from the symbol command, it determines the losing symbol combination. If a variation pattern with a losing reach is specified, the sub-CPU 51 determines the losing symbol combination including the reach. When a second variation pattern command is input, the sub-CPU 51 controls the performance display device 25 so that the second performance game is executed. In other words, the sub-CPU 51 starts the second performance game. When the base state is low, the sub-CPU 51 controls the performance display device 25 so that the second performance game is executed in the second display area 25b. On the other hand, when the base state is high, the sub-CPU 51 controls the performance display device 25 so that the second performance game is executed in the first display area 25a. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the determined combination of symbols. Subsequently, triggered by the input of the second termination command, the sub-CPU 51 finalizes and displays the determined combination of symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the second termination command, and finalize and displays the symbol combination when that variation time has elapsed. In this case, the second termination command may be omitted. Furthermore, if the variation pattern that can be determined from the second variation pattern command is a variation pattern that includes a reach effect, the sub-CPU 51 controls the effect display device 25 so that the reach effect is executed.

[0126] Next, we will explain the control related to the standby state. The sub-CPU 51 controls the display device 25 so that the symbol display standby animation is executed when a standby command is entered. The sub-CPU 51 performs control related to the symbol display standby animation by controlling the display device 25 so that the symbol display standby animation is executed. If a first variation pattern command is entered while the symbol display standby animation is being executed, the sub-CPU 51 terminates the execution of the symbol display standby animation. In this case, the display device 25 terminates the symbol display standby animation and starts the first animation game. Similarly, if a second variation pattern command is entered while the symbol display standby animation is being executed, the sub-CPU 51 terminates the execution of the symbol display standby animation. In this case, the display device 25 terminates the symbol display standby animation and starts the second animation game. Thus, in the gaming machine 10, if a special game is started while the symbol display standby animation is being executed, the symbol display standby animation terminates. Incidentally, if a normal variation pattern command is entered while the symbol display standby animation is being executed, the sub-CPU 51 does not terminate the execution of the symbol display standby animation. In other words, in the gaming machine 10, even if the regular game starts while the symbol display waiting animation is running, the symbol display waiting animation will continue to run.

[0127] Furthermore, once the first waiting time has elapsed since the start of the pattern display waiting animation, the sub-CPU 51 controls the animation display device 25 so that the video waiting animation is executed. The sub-CPU 51 performs control related to the video waiting animation by controlling the animation display device 25 so that the video waiting animation is executed. If a first variation pattern command is entered while the video waiting animation is being executed, the sub-CPU 51 terminates the execution of the video waiting animation. In this case, the animation display device 25 terminates the video waiting animation and starts the first animation game. Similarly, if a second variation pattern command is entered while the video waiting animation is being executed, the sub-CPU 51 terminates the execution of the video waiting animation. In this case, the animation display device 25 terminates the video waiting animation and starts the second animation game. Thus, in the gaming machine 10, if a special game is started while the video waiting animation is being executed, the video waiting animation terminates. Incidentally, if a normal variation pattern command is entered while the video waiting animation is being executed, the sub-CPU 51 does not terminate the execution of the video waiting animation. In other words, in the gaming machine 10, even if the regular game starts while the video waiting animation is running, the video waiting animation will continue to run.

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

[0129] Next, we will explain the process related to the execution of the confirmation animation. If a first symbol command that can identify a losing symbol is entered, the sub-CPU 51 does not execute the confirmation animation process. Similarly, if a second symbol command that can identify a losing symbol is entered, the sub-CPU 51 does not execute the confirmation animation process. However, if a first symbol command that can identify a winning symbol is entered, the sub-CPU 51 executes the confirmation animation process. However, if a second symbol command that can identify a winning symbol is entered, the sub-CPU 51 does not execute the confirmation animation process. Not executing the confirmation animation process is equivalent to not executing the confirmation animation. In the gaming machine 10, the confirmation animation process determines whether or not to execute the confirmation animation. In the confirmation animation process, the sub-CPU 51 executes a confirmation lottery process to conduct a confirmation animation lottery. In the confirmation animation lottery, it is determined whether or not to execute the confirmation animation during the execution of the first special game corresponding to the entered first variation pattern command. In this embodiment, if the confirmation animation lottery is won, the execution of the confirmation animation is decided. On the other hand, in this embodiment, if the confirmation animation lottery is not won, the execution of the confirmation animation is not decided. The probability of winning the guaranteed animation lottery may vary depending on the type of winning symbol. For example, the probability of winning the guaranteed animation lottery may vary depending on the type of variation pattern. Once the guaranteed animation lottery in the guaranteed animation lottery process is complete, the sub-CPU 51 terminates the guaranteed animation process.

[0130] Then, if the winning lottery for the confirmed performance in the confirmed lottery process is successful, the sub-CPU 51 controls the performance display device 25 in a process separate from the confirmed performance process, so that the pre-action performance is executed while the first special game is running and before the timing of executing the confirmed performance. After starting the execution of the pre-action performance, the sub-CPU 51 controls the performance actuator EA and speaker 18 so that the confirmed performance is executed. At this time, the sub-CPU 51 controls the performance actuator EA so that the upper movable body 80 moves to the performance position Pb. When ending the confirmed performance, the sub-CPU 51 controls the performance actuator EA so that the upper movable body 80 moves to its original position Pa. At this time, if the original position sensor GS detects the upper movable body 80, the control of the performance actuator EA is terminated.

[0131] Next, we will explain the controls related to customization of specific effects. When it is possible to customize a specific performance, if a detection signal is input from the upper button B1 or the lower button B2, the sub-CPU 51 updates information that can identify whether to customize the specific performance (hereinafter referred to as customization information). The customization information is stored in the sub-RWM 53. The customization information consists of first customization information that can identify whether to customize the specific performance, and second customization information that can identify whether to customize the specific performance. When the first customization information is stored, and the customization information is to be updated based on the input of a detection signal from the upper button B1 or the lower button B2, the sub-CPU 51 updates the customization information to the second customization information. On the other hand, when the second customization information is stored, and the customization information is to be updated based on the input of a detection signal from the upper button B1 or the lower button B2, the sub-CPU 51 updates the customization information to the first customization information.

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

[0133] Next, we will explain the processing related to the execution of specific effects. In the specific performance processing, when the first variation pattern command is input, the sub-CPU 51 performs a specific performance lottery targeting the first special game. In this embodiment, if the specific performance lottery is won, the execution of the specific performance is decided. On the other hand, in this embodiment, if the specific performance lottery is not won, the execution of the specific performance is not decided. When performing the specific performance lottery targeting the first special game, the sub-CPU 51 performs the specific performance lottery with a winning probability according to the customization information stored in the sub-RWM 53. At this time, the winning probability of the specific performance lottery targeting the first special game when the second customization information is stored is lower than the winning probability of the specific performance lottery targeting the first special game when the first customization information is stored.

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

[0135] If the special performance lottery is not won, the sub-CPU 51 terminates the special performance processing. On the other hand, if the special performance lottery is won, the sub-CPU 51 determines the content of the special performance. At this time, the sub-CPU 51 determines the content of the special performance according to the special symbols that can be identified from the first symbol command or the second symbol command. The sub-CPU 51 determines the content of the special performance so that the probability of winning a jackpot differs depending on the content of the special performance. Once the content of the special performance is determined, the sub-CPU 51 terminates the special performance processing. Then, if the special performance lottery in the special performance processing is won, the sub-CPU 51 controls the performance display device 25 in a process separate from the special performance processing so that the special performance with the content determined in the special performance processing is executed when the special game is running and it is time to execute the special performance.

[0136] When executing a specific effect targeting the first special game, the sub-CPU 51 controls the effect display device 25 so that the specific effect is executed in the first display area 25a if the first special game is being played in the first display area 25a. Similarly, when executing a specific effect targeting the first special game, the sub-CPU 51 controls the effect display device 25 so that the specific effect is executed in the second display area 25b if the first special game is being played in the second display area 25b. In the same manner, when executing a specific effect targeting the second special game, the sub-CPU 51 controls the effect display device 25 so that the specific effect is executed in the first display area 25a if the second special game is being played in the first display area 25a. Furthermore, when executing a specific effect targeting the second special game, the sub-CPU 51 controls the effect display device 25 so that the specific effect is executed in the second display area 25b if the second special game is being played in the second display area 25b.

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

[0138] The gaming machine 10 is configured to issue warnings regarding excessive gambling. As will be described in detail later, the warnings regarding excessive gambling in the gaming machine 10 are issued by the performance display device 25. In other words, the performance display device 25 is capable of issuing warnings. In this embodiment, the performance display device 25 that issues the warnings functions as a warning means capable of issuing warnings.

[0139] In the gaming machine 10, a warning may be issued by the display device 25 when the machine is in standby mode. In other words, the display device 25 is capable of issuing a warning even when the machine is in standby mode. That is, the warning means is capable of issuing a warning when the machine is in standby mode. In the gaming machine 10, the warning is issued by the display device 25 when the machine is in standby mode and after the video standby animation has finished. Specifically, in the gaming machine 10, the warning is issued by the display device 25 after the logo animation has started. At this time, the warning is issued by the display device 25 one second after the logo animation has started.

[0140] As shown in Figure 10(a), when in standby mode, the first warning image NG1 is displayed on the performance display device 25, and a warning is issued. In this embodiment, the first warning image NG1 is an image containing the text information, "Be careful not to get addicted." When the display of the first warning image NG1 begins while in standby mode, the logo performance is already being executed on the performance display device 25. In other words, in standby mode, the warning is issued after the logo performance has started. In the following description, the warning that displays the first warning image NG1, that is, the warning that is issued while in standby mode, may be referred to as the "first warning." The first warning is issued for the duration of the first warning. In the gaming machine 10, the duration of the first warning is shorter than the third standby time. The first warning is issued before the logo performance ends, triggered by the expiration of the third standby time while in standby mode.

[0141] As shown in Figure 10(b), when the game is in a standby state and the first warning is being issued, if the first special game is started, the first warning is terminated. At this time, the logo animation is terminated in conjunction with the start of the first special game. Then, the animation display device 25 starts the execution of the first animation game in conjunction with the start of the first special game. Thus, in the game machine 10, if the first special game is started while the warning is being issued in the standby state, the warning is terminated in conjunction with the start of the first special game. In other words, in this embodiment, if the first variable game is started while the warning is being issued in the standby state, the warning is terminated in conjunction with the start of the first variable game.

[0142] On the other hand, as shown in Figure 10(c), when the system is in standby mode and the first warning is being issued, if the execution of the second special game begins, the first warning does not end. And when the system is in standby mode and the first warning is being issued, if the execution of the second special game begins, the first warning does not end and continues to be issued. In other words, the display device 25 can issue a warning when the second special game is being executed. That is, the warning means can issue a warning when the variable game is being executed. When the first warning continues to be issued, the execution of the first warning ends when the execution time of the first warning has elapsed since the start of its execution. At this time, the logo animation ends in conjunction with the start of the execution of the second special game. Then, in conjunction with the start of the execution of the second special game, the display device 25 starts the execution of the second animation game. Thus, in the gaming machine 10, even if the execution of the second special game starts while a warning is being issued in the standby state, the warning does not end as a result of the start of the second special game. In other words, in this embodiment, even if the execution of the second variable game starts while a warning is being issued in the standby state, the warning does not end as a result of the start of the second variable game.

[0143] Furthermore, in the gaming machine 10, when the first warning is continuously issued even after the execution of the second special game has started, the manner of the first warning when in standby mode differs from the manner of the first warning when the second special game is in execution. For example, the display position (display area) in the performance display device 25 where the first warning image NG1 is displayed when in standby mode differs from the display position (display area) in the performance display device 25 where the first warning image NG1 is displayed when the second special game is in execution. Also, the size of the first warning image NG1 displayed in the performance display device 25 when in standby mode differs from the size of the first warning image NG1 displayed in the performance display device 25 when the second special game is in execution. Specifically, the size of the first warning image NG1 displayed in the performance display device 25 when in standby mode is larger than the size of the first warning image NG1 displayed in the performance display device 25 when the second special game is in execution. As described above, the manner of the warning issued when in standby mode differs from the manner of the warning issued when the second special game is in execution. In other words, the manner in which warnings are issued during the execution of the second special game differs from the manner in which warnings are issued when the system is in a standby state. That is, the manner in which warnings are issued when a variable game is being executed differs from the manner in which warnings are issued when the system is in a standby state.

[0144] Incidentally, although not shown in the diagram, if a normal game is started while the machine is in standby mode and the first warning is being issued, the first warning will not end. Furthermore, if a normal game is started while the machine is in standby mode and the first warning is being issued, the first warning will not end and will continue to be issued. Moreover, even if a normal game is started at this time, the logo animation will not end. Furthermore, if a normal game is started while the machine is in standby mode and the logo animation is being issued, the logo animation will not end and will continue to be issued. Thus, in the gaming machine 10, even if a normal game is started while a warning is being issued in standby mode, the warning will not end as a result of the normal game being started.

[0145] In the gaming machine 10, a warning may be issued on the display device 25 when a jackpot game is awarded. Specifically, in the gaming machine 10, a warning may be issued on the display device 25 when the ending sequence is being played. In other words, the display device 25 is capable of issuing a warning when a jackpot game is awarded. That is to say, the warning means is capable of issuing a warning when a winning game is awarded.

[0146] In the gaming machine 10, a warning may be issued on the display device 25 when a jackpot game is awarded, but only if the game is controlled to a probability variation state after the jackpot game has ended. In other words, the gaming machine 10 can issue a warning on the display device 25 only when either the first jackpot game or the third jackpot game has been awarded. Therefore, if a warning is issued in the gaming machine 10 when a jackpot game has been awarded, it can be determined that the game will be controlled to a probability variation state after the jackpot game has ended. Consequently, when a warning is issued in the gaming machine 10 when a jackpot game has been awarded, the expectation of being controlled to a probability variation state after the jackpot game has ended is higher than when a warning is not issued when a jackpot game has been awarded. In other words, in the gaming machine 10, when a warning is issued while a jackpot game is awarded, there is a higher expectation that the subsequent development will be more favorable for the player compared to when no warning is issued while a jackpot game is awarded. That is to say, in this embodiment, when a warning is issued while a winning game is awarded, there is a higher expectation that the subsequent development will be more favorable for the player compared to when no warning is issued while a winning game is awarded.

[0147] As shown in Figure 11(a), when a warning is issued while the first jackpot game is awarded, the warning is issued 1 second after the ending sequence begins. In this case, the warning is issued for 8 seconds. As mentioned above, the ending sequence in the first jackpot game is 12 seconds long. Therefore, even if the warning is issued 1 second after the ending sequence begins in the first jackpot game and is issued for 8 seconds, the warning will be completed within the ending sequence. Thus, the game machine 10 can issue a warning after the jackpot symbols have been displayed in the first special game and the jackpot game has been awarded. In other words, in this embodiment, a warning can be issued after a winning result has been derived in the first variation game and the winning game has been awarded.

[0148] As shown in Figure 11(b), when a warning is issued while a third jackpot game is awarded, the warning is issued 1 second after the ending sequence begins. In this case, the warning is issued for 8 seconds. As mentioned above, the ending sequence in the third jackpot game is 3 seconds long. Therefore, even if the warning is issued 1 second after the ending sequence begins in the third jackpot game, and the ending sequence ends and the jackpot game finishes while the warning is being issued, the warning continues to be issued. Thus, the game machine 10 can issue a warning after the jackpot symbols are displayed in the second special game and a jackpot game is awarded. Furthermore, the game machine 10 can continue to issue a warning even after the jackpot game has finished. In other words, in this embodiment, a warning can be issued after a winning result is derived in the second variation game and a winning game is awarded, and the warning can continue to be issued even after the winning game has finished.

[0149] As shown in Figure 11(c), when a jackpot is awarded, the second warning image NG2 is displayed on the performance display device 25, and a warning is issued. In this embodiment, the second warning image NG2 is an image that includes the text information, "Be careful not to get addicted." The second warning image NG2 is displayed in a different display area (display position) of the display area 25r of the performance display device 25 from the display area where the first warning image NG1 is displayed. In the game machine 10, even if the first warning image NG1 and the second warning image NG2 are displayed on the performance display device 25, the first warning image NG1 and the second warning image NG2 do not overlap. When the display of the second warning image NG2 begins when a jackpot is awarded, the ending performance is being executed on the performance display device 25. In other words, in a jackpot game, the warning is issued at a timing after the ending performance has started. In the following explanation, the warning that displays the second warning image NG2, that is, the warning that is initiated when a jackpot is awarded, may be referred to as the "second warning."

[0150] As shown in Figure 11(d), when the third jackpot game is awarded, the execution of the second warning is started, and even after the third jackpot game ends, if the second warning continues to be executed, the second warning image NG2 is continuously displayed on the performance display device 25. For example, when the execution of the second special game starts after the jackpot game ends, the second warning image NG2 is displayed on the performance display device 25, and the second special game is executed.

[0151] Furthermore, in the gaming machine 10, the manner of the second warning when a jackpot game is awarded differs from the manner of the second warning after the jackpot game has ended. For example, the display position (display area) in the performance display device 25 where the second warning image NG2 is displayed when a jackpot game is awarded differs from the display position (display area) in the performance display device 25 where the second warning image NG2 is displayed after the jackpot game has ended. Also, the size of the second warning image NG2 displayed in the performance display device 25 when a jackpot game is awarded differs from the size of the second warning image NG2 displayed in the performance display device 25 after the jackpot game has ended. Specifically, the size of the second warning image NG2 displayed in the performance display device 25 when a jackpot game is awarded is larger than the size of the second warning image NG2 displayed in the performance display device 25 after the jackpot game has ended. The form of the second warning after the end of a jackpot game includes the form of the second warning during the execution of the second special game which is executed after the end of the jackpot game. The form of the second warning executed when a jackpot game is awarded is different from the form of the second warning executed during the execution of the second special game. Incidentally, the first warning image NG1 displayed in the first warning is different from the second warning image NG2 displayed in the second warning. Also, at this time, the display position (display area) in which the first warning image NG1 is displayed is different from the display position (display area) in which the second warning image NG2 is displayed. Therefore, the form of the second warning when a jackpot game is awarded is different from the form of the first warning during the execution of the second special game. In other words, in the gaming machine 10, the form of the warning executed when a jackpot game is awarded is different from the form of the warning executed during the execution of the second special game. As described above, the manner in which warnings are issued when a jackpot game is awarded differs from the manner in which warnings are issued during the execution of the second special game. In other words, the manner in which warnings are issued during the execution of the second special game differs from the manner in which warnings are issued when a jackpot game is awarded. That is, the manner in which warnings are issued when a variable game is being executed differs from the manner in which warnings are issued when a winning game is awarded.

[0152] In the gaming machine 10, if certain conditions are met in relation to the first special game, a warning may be issued afterward. In particular, in the gaming machine 10, if certain conditions are met in relation to the first special game, a warning may be issued after a predetermined time has elapsed (10 seconds in this embodiment). Thus, the gaming machine 10 is capable of issuing a warning after a predetermined time has elapsed when certain conditions are met in relation to the first special game. That is, in this embodiment, a warning can be issued after a predetermined time has elapsed when certain conditions are met in relation to the first variable game.

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

[0154] In the gaming machine 10, the specific condition is met if the execution of the target special game among the first special game and the second special game is not held in abeyance. In other words, in this embodiment, the specific condition is met if the execution of the target special game among the first special game and the second special game is not held in abeyance.

[0155] Specifically, the gaming machine 10 is configured such that if the number of reserved balls for the first special game is 0 after the end of the first special game, a specific condition related to the first special game is met. In other words, the gaming machine 10 is configured such that if the execution of the first special game is not suspended after the end of the first special game, a specific condition related to the first special game is met. That is, in this embodiment, if the execution of the first variable game is not suspended after the end of the first variable game, a specific condition related to the first variable game is met. On the other hand, the gaming machine 10 is configured such that if the number of reserved balls for the first special game is 1 or more after the end of the first special game, a specific condition related to the first special game is not met. In other words, the gaming machine 10 is configured such that if the execution of the first special game is suspended after the end of the first special game, a specific condition related to the first special game is not met. That is, in this embodiment, if the execution of the first variable game is suspended after the end of the first variable game, a specific condition related to the first variable game is not met.

[0156] Furthermore, the gaming machine 10 is configured such that if the number of reserved balls for the second special game is 0 after the end of the second special game, a specific condition related to the second special game is met. In other words, the gaming machine 10 is configured such that if the execution of the second special game is not suspended after the end of the second special game, a specific condition related to the second special game is met. That is, in this embodiment, if the execution of the second variable game is not suspended after the end of the second variable game, a specific condition related to the second variable game is met. On the other hand, the gaming machine 10 is configured such that if the number of reserved balls for the second special game is 1 or more after the end of the second special game, a specific condition related to the second special game is not met. In other words, the gaming machine 10 is configured such that if the execution of the second special game is suspended after the end of the second special game, a specific condition related to the second special game is not met. That is, in this embodiment, if the execution of the second variable game is suspended after the end of the second variable game, a specific condition related to the second variable game is not met.

[0157] As shown in Figure 12(a), in the gaming machine 10, when the interval period after stopping following the end of the first special game has ended, if the number of first special reserved balls is 0, a warning will be issued on the performance display device 25 after 10 seconds. As shown in Figure 12(b), after a predetermined time has elapsed since a specific condition related to the first special game has been met, the third warning image NG3 will be displayed on the performance display device 25 and a warning will be issued. At this time, even if the second special game is in progress, that is, the second performance game is in progress, the third warning image NG3 will be displayed on the performance display device 25 and a warning will be issued. In this embodiment, the third warning image NG3 is an image that includes the text information, "Be careful not to get addicted."

[0158] The third warning image NG3 is displayed in a different display area (display position) within the display area 25r of the performance display device 25 than the display area where the first warning image NG1 is displayed. Furthermore, even if the first warning image NG1 and the third warning image NG3 are displayed on the performance display device 25 of the gaming machine 10, the first warning image NG1 and the third warning image NG3 will not overlap. In addition, the third warning image NG3 is displayed in a different display area within the display area 25r of the performance display device 25 than the display area where the second warning image NG2 is displayed. Furthermore, even if the second warning image NG2 and the third warning image NG3 are displayed on the performance display device 25 of the gaming machine 10, the second warning image NG2 and the third warning image NG3 will not overlap.

[0159] In the following explanation, the warning that displays the third warning image NG3, that is, the warning that is executed when a specific condition related to the first special game is met, may be referred to as the "third warning." The third warning is executed for the duration of the third warning. Incidentally, even during the execution of a normal game, the performance display device 25 will execute the third warning. On the other hand, as shown in Figure 12(c), in the gaming machine 10, if the number of second special reserved balls is 0 when the stop interval period after the end of the second special game has finished, the third warning will not be executed even after 10 seconds have elapsed. In other words, in the gaming machine 10, if the number of second special reserved balls is 0 when the stop interval period after the end of the second special game has finished, the performance display device 25 will not execute a warning even after 10 seconds have elapsed.

[0160] In the gaming machine 10, a warning may be issued on the display device 25 when a special game is in progress. This warning is different from the first to third warnings described above. Specifically, in the gaming machine 10, a warning may be issued on the display device 25 when the second special game is in progress while the machine is in a high base state, and when a reach animation is being performed. In other words, in the gaming machine 10, a warning may be issued when a special game is in progress, and after the reach animation has started. That is, the display device 25 is capable of issuing a warning when the second special game is in progress. In other words, the warning means is capable of issuing a warning when a variable game is in progress.

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

[0162] In the following explanation, the warning that displays the fourth warning image NG4, that is, the warning that can be executed after the start of the reach animation, may be referred to as the "fourth warning." The fourth warning is executed for the duration of the fourth warning. Incidentally, even during the execution of a normal game, the animation display device 25 will execute the fourth warning. As shown in Figure 13(b), if the execution of the first special game starts while the fourth warning is being executed, the fourth warning will end. Then, in conjunction with the start of the execution of the first special game, the execution of the first animation game will start on the animation display device 25.

[0163] As mentioned above, when the first warning is issued in the gaming machine 10 while it is in standby mode, the first warning image NG1 is displayed. On the other hand, when the fourth warning is issued in the gaming machine 10 while a special game is being played, the fourth warning image NG4 is displayed. The first warning image NG1 and the fourth warning image NG4 are displayed in different display positions (display areas) on the performance display device 25. Thus, the manner in which a warning is issued when the machine is in standby mode differs from the manner in which a warning is issued while a special game is being played. In other words, the manner in which a warning is issued while a variable game is being played differs from the manner in which a warning is issued when the machine is in standby mode.

[0164] Similarly, as mentioned above, when a second warning is issued in the gaming machine 10 while a jackpot game is being awarded, the second warning image NG2 is displayed. On the other hand, when a fourth warning is issued in the gaming machine 10 while a special game is being played, the fourth warning image NG4 is displayed. The second warning image NG2 and the fourth warning image NG4 are displayed in different display positions (display areas) on the performance display device 25. Thus, the manner of warnings issued when a jackpot game is being awarded differs from the manner of warnings issued during a special game. In other words, the manner of warnings issued during a special game differs from the manner of warnings issued when a jackpot game is being awarded. That is, the manner of warnings issued when a variable game is being played differs from the manner of warnings issued when a winning game is being awarded.

[0165] As shown in Figure 13(c), when the fourth warning is issued while a reach animation is being performed (indicated as [Fourth warning during reach; present] in Figure 13(c)), the probability of a big win is higher than when the fourth warning is not issued while a reach animation is being performed (indicated as [Fourth warning during reach; absent] in Figure 13(c)). Therefore, when a warning is issued while a special game is being performed, the probability of a big win is higher than when a warning is not issued while a special game is being performed. In other words, in the gaming machine 10, when a warning is issued while a special game is being performed, the expectation that the subsequent development will be advantageous for the player is higher than when a warning is not issued while a special game is being performed. That is to say, in this embodiment, when a warning is issued while a variable game is being performed, the expectation that the subsequent development will be advantageous is higher than when a warning is not issued while a variable game is being performed. As described above, the gaming machine 10 has a gameplay feature that focuses on whether a warning is issued when a reach animation is being performed.

[0166] In the gaming machine 10, a warning may be issued by the performance display device 25 when the high base state ends and the machine switches to a low base state. In other words, when the machine switches from a high base state where shooting to the right is recommended to a low base state where shooting to the left is recommended, the performance display device 25 can issue a warning. That is, when the machine switches from the second state to the first state, the warning means can issue a warning. Incidentally, after the high base state ends and the machine switches to a low base state, in the low base state, the performance display device 25 will execute a left-shooting animation in addition to the warning. In other words, after the machine switches from the second state to the first state, in the first state, the launch promotion means can promote the launch of game balls into the first game area in addition to the warning.

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

[0168] Furthermore, the fifth warning image NG5 is displayed in a different display area of ​​the display area 25r of the performance display device 25 from the left-hitting image LG. In the gaming machine 10, even if the left-hitting image LG and the fifth warning image NG5 are displayed on the performance display device 25, the left-hitting image LG and the fifth warning image NG5 will not overlap. In the gaming machine 10, even if the left-hitting performance and the fifth warning are executed at the same time on the performance display device 25, the left-hitting performance and the fifth warning will not overlap on the performance display device 25.

[0169] In the following explanation, the warning that displays the fifth warning image NG5, that is, the warning that can be executed after the start of the reach animation, may be referred to as the "fifth warning." The fifth warning is executed for the duration of the fifth warning. Incidentally, even during the execution of a normal game, the animation display device 25 will execute the fifth warning. As shown in Figure 14(b), if the fifth warning is being executed when the high base state ends and the game switches to the low base state, and the first special game is started, the fifth warning will end. Then, in conjunction with the start of the first special game, the first animation game will be started on the animation display device 25. Incidentally, even if the left-handed shooting animation is being executed on the animation display device 25 at this time, the left-handed shooting animation will not end as a result of the start of the first special game.

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

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

[0172] In the gaming machine 10, based on the entry of a game ball into gate 33, it is determined that the game ball has been launched into the right-side area RB, that is, that it has been shot to the right. If the gaming machine 10 issues a warning when a game ball is launched into the right-side area RB after switching from a high-base state to a low-base state, the warning ends when a predetermined non-detection time (15 seconds in this embodiment) has elapsed since the gate sensor SE5 stopped detecting the game ball. If the fifth warning is issued when a game ball is launched into the right-side area RB after switching from a high-base state to a low-base state, and the execution of the first special game begins, the fifth warning ends. Then, in conjunction with the start of the execution of the first special game, the first performance game is started on the performance display device 25.

[0173] Next, we will explain what happens when each special game is played while a warning has been issued. As shown in Figure 15, in the gaming machine 10, if the execution of the first special game starts while the first warning is being issued, the execution of the first warning ends. As a result, the first warning is not issued during the execution of the first variable game that has just started. For example, if neither the first special game nor the second special game is being executed, and the first warning is being issued, and the execution of the first special game starts, the first warning ends. Thus, in the gaming machine 10, if the execution of the first special game starts when neither the first special game nor the second special game is being executed, the warning is not issued during the execution of the first special game. For example, if only the second special game is being executed, and the first warning is being issued, and the execution of the first special game starts, the first warning ends. Thus, in the gaming machine 10, if only the second special game is being executed, and the execution of the first special game starts, the warning is not issued during the execution of the first special game.

[0174] On the other hand, in the gaming machine 10, if the execution of the second special game starts while the first warning is being issued, the execution of the first warning does not terminate as a result of the start of the second special game, and the first warning continues to be issued. As a result, the first warning may be issued during the execution of the second special game that has just started. For example, in a situation where neither the first nor the second special game is being executed, and the first warning is being issued, if the execution of the second special game starts, the first warning does not terminate as a result of the start of the second special game, and the first warning continues to be issued. Thus, in the gaming machine 10, when the execution of the second special game starts while neither the first nor the second special game is being executed, it is possible to issue a warning during the execution of the second special game. Incidentally, although the details will be described later, in the gaming machine 10, the first warning is not issued during the execution of the first special game. Therefore, in the gaming machine 10, only the first special game is executed out of the two special games, and the first warning is not issued.

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

[0176] On the other hand, in the gaming machine 10, if the execution of the second special game starts while the second warning is being issued, the execution of the second warning does not terminate as a result of the start of the second special game, but continues to be issued. As a result, the second warning may be issued during the execution of the second special game that has just started. For example, if neither the first special game nor the second special game is being executed, and the second warning is being issued, and the execution of the second special game starts, the execution of the second warning does not terminate as a result of the start of the second special game, but continues to be issued. Thus, the gaming machine 10 can issue a warning during the execution of the second special game when neither the first special game nor the second special game is being executed. Incidentally, although details will be described later, in the gaming machine 10, the second warning is not issued during the execution of the first special game. Therefore, in the gaming machine 10, only the first special game is executed, and the second warning is not issued.

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

[0178] On the other hand, in the gaming machine 10, if the execution of the second special game starts while the third warning is being issued, the execution of the third warning does not terminate as a result of the start of the second special game, and the third warning continues to be issued. As a result, the third warning may be issued during the execution of the second special game that has just started. For example, if neither the first special game nor the second special game is being executed, and the third warning is being issued, and the execution of the second special game starts, the third warning does not terminate as a result of the start of the second special game, and the third warning continues to be issued. Thus, the gaming machine 10 can issue a warning during the execution of the second special game when neither the first special game nor the second special game is being executed. Incidentally, although the details will be described later, in the gaming machine 10, the third warning is not issued during the execution of the first special game. Therefore, in the gaming machine 10, only the first special game is executed, and the third warning is not issued.

[0179] Furthermore, in the gaming machine 10, if the execution of the first special game starts while the fourth warning is being issued, the execution of the fourth warning ends. As a result, the fourth warning is not issued during the execution of the first variable game that has just started. For example, if only the second special game is being executed out of the first and second special games, and the fourth warning is being issued, and the execution of the first special game starts, the fourth warning will end. Thus, in the gaming machine 10, if the execution of the first special game starts when only the second special game is being executed out of the first and second special games, the warning will not be issued during the execution of the first special game. Incidentally, in the gaming machine 10, the fourth warning is issued during the execution of the second special game. Therefore, in the gaming machine 10, the situation in which the fourth warning is issued does not occur when neither the first nor the second special game is being executed. Furthermore, in the gaming machine 10, the fourth warning is issued when the second special game is already in progress, so the situation does not arise where the second special game starts when the fourth warning is issued.

[0180] Furthermore, in the gaming machine 10, if the execution of the first special game starts while the fifth warning is being issued, the execution of the fifth warning ends. As a result, the fifth warning is not issued during the execution of the first variable game that has just started. For example, if neither the first special game nor the second special game is being executed, and the fifth warning is being issued, and the execution of the first special game starts, the fifth warning ends. Thus, in the gaming machine 10, if the execution of the first special game starts while neither the first special game nor the second special game is being executed, the warning will not be issued during the execution of the first special game. For example, if only the second special game is being executed, and the fifth warning is being issued, and the execution of the first special game starts, the fifth warning will end. Thus, in the gaming machine 10, if only the second special game is being executed, and the execution of the first special game starts, the warning will not be issued during the execution of the first special game.

[0181] On the other hand, in the gaming machine 10, if the execution of the second special game starts while the fifth warning is being issued, the execution of the fifth warning does not terminate as a result of the start of the second special game, and the fifth warning continues to be issued. As a result, the fifth warning may be issued during the execution of the second special game that has just started. For example, if neither the first special game nor the second special game is being executed, and the fifth warning is being issued, and the execution of the second special game starts, the fifth warning does not terminate as a result of the start of the second special game, and the fifth warning continues to be issued. Thus, in the gaming machine 10, when the execution of the second special game starts while neither the first special game nor the second special game is being executed, the warning can be issued during the execution of the second special game. Incidentally, although the details will be described later, in the gaming machine 10, the fifth warning is not issued during the execution of the first special game. Therefore, in the gaming machine 10, only the first special game is executed out of the two special games, and the fifth warning is not issued.

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

[0183] Incidentally, in the gaming machine 10, if a normal game is started while the first warning is being displayed, the first warning will not terminate as a result of the normal game starting, and will continue to be displayed. Similarly, in the gaming machine 10, if a normal game is started while the second warning is being displayed, the second warning will not terminate as a result of the normal game starting, and will continue to be displayed. Furthermore, in the gaming machine 10, if a normal game is started while the third warning is being displayed, the third warning will not terminate as a result of the normal game starting, and will continue to be displayed. Furthermore, in the gaming machine 10, if a normal game is started while the fourth warning is being displayed, the fourth warning will not terminate as a result of the normal game starting, and will continue to be displayed. Furthermore, in the gaming machine 10, if a regular game is started while the fifth warning is being issued, the fifth warning does not terminate upon the start of the regular game, but continues to be issued. In this way, the gaming machine 10 can issue a warning during the execution of a regular game when neither a special game nor a regular game is being played.

[0184] Next, based on Figure 16, we will explain the relationship between whether or not the first and second special games are held and the various warnings issued. When neither the first special game nor the second special game is being played, the first warning can be issued. Similarly, when neither the first special game nor the second special game is being played, the second warning can be issued. Likewise, when neither the first special game nor the second special game is being played, the third warning can be issued. However, the fourth warning is issued during the execution of the second special game, and therefore will not be issued when neither the first nor the second special game is being played. Also, when neither the first nor the second special game is being played, the fifth warning can be issued. Thus, when neither the first nor the second special game is being played, a warning can be issued. In other words, when neither the first variable game nor the second variable game is being played, a warning can be issued.

[0185] When only the first special game is being played out of the first special game and the second special game, the first warning cannot be issued. Similarly, when only the first special game is being played out of the first special game and the second special game, the second warning cannot be issued. Likewise, when only the first special game is being played out of the first special game and the second special game, the third warning cannot be issued. Similarly, when only the first special game is being played out of the first special game and the second special game, the fourth warning cannot be issued. Similarly, when only the first special game is being played out of the first special game and the second special game, the fifth warning cannot be issued. Thus, when only the first special game is being played out of the first special game and the second special game, no warnings are issued. In other words, when only the first variation game is being played out of the first variation game and the second variation game, no warnings are issued.

[0186] When only the second special game out of the first special game is being played, the first warning can be issued. Similarly, when only the second special game out of the first special game is being played, the second warning can be issued. Likewise, when only the second special game out of the first special game is being played, the third warning can be issued. Similarly, when only the second special game out of the first special game is being played, the fourth warning can be issued. Similarly, when only the second special game out of the first special game is being played, the fifth warning can be issued. Thus, when only the second special game out of the first special game is being played, a warning can be issued. In other words, when only the second variation game out of the first variation game is being played, a warning can be issued.

[0187] When both the first special game and the second special game are running, the first warning cannot be issued. Similarly, when both the first and second special games are running, the second warning cannot be issued. Likewise, when both the first and second special games are running, the third warning cannot be issued. Furthermore, when both the first and second special games are running, the fourth warning cannot be issued. Furthermore, when both the first and second special games are running, the fifth warning cannot be issued. Thus, when both the first and second special games are running, no warnings are issued. In other words, when both the first and second variable games are running, no warnings are issued.

[0188] As described above, in the gaming machine 10, the first warning is not issued when at least the first special game is being played. Also, in the gaming machine 10, the second warning is not issued when at least the first special game is being played. Similarly, in the gaming machine 10, the third warning is not issued when at least the first special game is being played. Also, in the gaming machine 10, the fourth warning is not issued when at least the first special game is being played. Also, in the gaming machine 10, the fifth warning is not issued when at least the first special game is being played. Thus, when the first special game is being played, no warning is issued. In other words, when the first variable game is being played, no warning is issued. On the other hand, in the gaming machine 10, if the first special game is not being played, the first warning can be issued even if the second special game is being played. Also, in the gaming machine 10, if the first special game is not being played, the second warning can be issued even if the second special game is being played. Similarly, in the gaming machine 10, if the first special game is not being played, the third warning can be issued even if the second special game is being played. Also, in the gaming machine 10, if the first special game is not being played, the fourth warning can be issued even if the second special game is being played. Also, in the gaming machine 10, if the first special game is not being played, the fifth warning can be issued even if the second special game is being played. Thus, a warning can be issued when the second special game is being played. In other words, a warning can be issued when the second variable game is being played.

[0189] Here, we will explain the controls involved in issuing warnings. The sub-CPU 51 controls the animation display device 25 so that the first warning is executed one second after the logo animation starts. At this time, the sub-CPU 51 controls the animation display device 25 so that the first warning image NG1 is displayed and the warning is executed. Furthermore, while the first warning is being executed, the sub-CPU 51 controls the animation display device 25 so that the first warning is terminated when a first variation pattern command is entered. However, while the first warning is being executed, the sub-CPU 51 does not terminate the first warning even if a second variation pattern command is entered. The sub-CPU 51 controls the animation display device 25 so that the first warning is terminated after the execution time of the first warning has elapsed since the start of the first warning. Incidentally, while the first warning is being executed, the sub-CPU 51 does not terminate the first warning even if a normal variation pattern command is entered.

[0190] The sub-CPU 51 controls the display device 25 so that a second warning is issued one second after an ending command is entered. In other words, the sub-CPU 51 controls the display device 25 so that a second warning is issued one second after the ending sequence is started. At this time, the sub-CPU 51 controls the display device 25 so that the second warning image NG2 is displayed and the warning is issued. Furthermore, while the second warning is being issued, the sub-CPU 51 does not terminate the second warning even if the jackpot game ends. When the second warning is being issued, the sub-CPU 51 controls the display device 25 so that the second warning is terminated when a first variation pattern command is entered. However, while the second warning is being issued, the sub-CPU 51 does not terminate the second warning even if a second variation pattern command is entered. Incidentally, in the gaming machine 10, when a warning is initiated while a regular win game is awarded, the warning does not end even if the regular win game ends. In other words, the gaming machine 10 can issue a warning while a regular win game is awarded. Furthermore, the gaming machine 10 can continue to issue a warning even after the regular win game has ended.

[0191] Furthermore, the sub-CPU 51 controls the display device 25 so that the second warning is terminated after 8 seconds have elapsed, which corresponds to the execution time of the second warning. Incidentally, when the second warning is being executed, the sub-CPU 51 does not terminate the second warning even if a normal variation pattern command is entered.

[0192] When the sub-CPU 51 receives a command indicating that the first special hold count is "0", it starts timing "10 seconds", which corresponds to a predetermined time until the third warning is issued. After 10 seconds have elapsed, the sub-CPU 51 controls the display device 25 so that the third warning is issued. At this time, the sub-CPU 51 controls the display device 25 so that the third warning image NG3 is displayed, and the warning is issued. When the sub-CPU 51 is timing the predetermined time until the third warning is issued, it stops timing the predetermined time when it receives a command indicating the first variation pattern. However, when the sub-CPU 51 is timing the predetermined time until the third warning is issued, it does not stop timing the predetermined time when it receives a command indicating the second variation pattern, and continues timing the predetermined time. Similarly, when timing a predetermined period of time until the third warning is issued, if the sub-CPU 51 receives a normal variation pattern command, it does not stop timing the predetermined period but continues to time it.

[0193] As described above, when the sub-CPU 51 receives a command for the number of reserved items after the first interval, which allows it to identify that the number of reserved items for the first special reserved item is "0", it initiates the execution of the third warning after a predetermined time has elapsed. However, even if the sub-CPU 51 receives a command for the number of reserved items after the second interval, which allows it to identify that the number of reserved items for the second special reserved item is "0", it will not initiate the execution of the third warning as a result of receiving the command. Incidentally, even if the sub-CPU 51 receives a command for the number of reserved items after the first interval, which allows it to identify that the number of reserved items for the first special reserved item is "0", it will not initiate the execution of the third warning as a result of receiving the command. Even if the sub-CPU 51 receives a command for the number of reserved items after the second special reserved item is "0", it will not initiate the execution of the third warning as a result of receiving the command. Even if the sub-CPU 51 receives a command for the number of reserved items after the second special reserved item is "0", it will not initiate the execution of the third warning as a result of receiving the command.

[0194] When the third warning is being executed, the sub-CPU 51 controls the display device 25 so that the third warning is terminated when the first variation pattern command is entered. However, when the third warning is being executed, the sub-CPU 51 does not terminate the third warning even if the second variation pattern command is entered. Also, the sub-CPU 51 controls the display device 25 so that the third warning is terminated when the execution time for the third warning has elapsed since the start of the execution of the third warning. Incidentally, when the third warning is being executed, the sub-CPU 51 does not terminate the third warning even if the normal variation pattern command is entered.

[0195] When the sub-CPU 51 is in a high base state and a second variation pattern command capable of identifying a variation pattern with a losing reach or a variation pattern that results in a big win is input, it performs a fourth warning lottery to determine whether to execute a fourth warning during the execution of a reach animation. For example, the sub-CPU 51 obtains a random number generated in the sub-board 50 and performs a fourth warning lottery using the value of the obtained random number and a judgment value used for the fourth warning lottery stored in the sub-ROM 52. In this embodiment, if the fourth warning lottery is won, it is decided to execute the fourth warning, while if the fourth warning lottery is not won, it is decided not to execute the fourth warning. The probability of winning the fourth warning lottery differs depending on whether a second variation pattern command capable of identifying a variation pattern with a losing reach is input or whether a second variation pattern command capable of identifying a variation pattern that results in a big win is input. Furthermore, the probability of winning the fourth warning lottery in this embodiment is set such that the expectation of a big win is higher when the fourth warning is executed compared to when the fourth warning is not executed.

[0196] If the fourth warning lottery is won, the sub-CPU 51 controls the display device 25 so that the fourth warning is executed at a predetermined timing during the execution of the second special game. At this time, the sub-CPU 51 controls the display device 25 so that the fourth warning image NG4 is displayed and the warning is executed. However, if the first special game is being executed when the fourth warning is to be executed, the sub-CPU 51 will not execute the fourth warning even if the fourth warning lottery has been won. The predetermined timing during the execution of the second special game is the predetermined timing during the execution of the reach animation.

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

[0198] The sub-CPU 51 controls the display device 25 so that a fifth warning is executed if it inputs a command for a low base state after inputting a command for a number of times that allows it to determine that there are 0 remaining rounds of the special game that controls the game to a high base state after the jackpot game has ended. At this time, the sub-CPU 51 controls the display device 25 so that the fifth warning image NG5 is displayed and the warning is executed. As a result, the display device 25 executes a fifth warning in accordance with the fact that the high base state has ended and the game has switched to a low base state. Furthermore, the sub-CPU 51 controls the display device 25 so that the fifth warning is terminated after the execution time of the fifth warning has elapsed since the execution of the fifth warning started in accordance with the fact that the high base state has ended and the game has switched to a low base state.

[0199] The sub-CPU 51 controls the display device 25 so that the fifth warning is executed when a gate entry command is entered while in a low base state, and the fifth warning is not currently being executed. At this time, the sub-CPU 51 controls the display device 25 so that the fifth warning image NG5 is displayed and the warning is executed. As a result, the display device 25 executes the fifth warning because a game ball was launched into the right-side area RB after switching from a high base state to a low base state. Furthermore, if the fifth warning is being executed because a game ball was launched into the right-side area RB after switching from a high base state to a low base state, the sub-CPU 51 controls the display device 25 so that the fifth warning is terminated if no gate entry command is entered for a period of non-detection time.

[0200] Furthermore, when the fifth warning is being executed, the sub-CPU 51 controls the display device 25 so that the fifth warning is terminated when the first variation pattern command is entered. At this time, regardless of whether the fifth warning is being executed—whether it is the fifth warning due to the end of the high base state and the switch to the low base state, or the fifth warning due to the launch of a game ball into the right-side area RB after the switch from the high base state to the low base state—the sub-CPU 51 controls the display device 25 so that the fifth warning is terminated. Incidentally, when the fifth warning is being executed, the sub-CPU 51 does not terminate the fifth warning even if the normal variation pattern command is entered.

[0201] As described above, in the gaming machine 10, the sub-CPU 51 performs control to execute a warning. In this embodiment, the sub-CPU 51 functions as a warning control means that controls the execution of warnings. In other words, in this embodiment, the sub-CPU 51 functions as a warning control means.

[0202] Here, an example of a warning in the gaming machine 10 will be explained based on Figures 17(a) and 17(b). Although Figures 17(a) and 17(b) do not show the interval period after stopping, there is an interval period after each special game ends.

[0203] As shown in Figure 17(a), when the third jackpot game is awarded, the performance display device 25 starts executing the second warning. In this case, it is assumed that the execution of the second warning started at timing t21 when the third jackpot game was awarded. If the number of first special reserves is 0 at timing t22 when the third jackpot game ends, the first special game will not be executed immediately after the end of the third jackpot game. In this case, even if the third jackpot game ends, the performance display device 25 will continue to execute the second warning. Furthermore, even if the number of second special reserves is 1 or more at timing t22 when the third jackpot game ends, and the execution of the second special game starts after the end of the third jackpot game, the second warning will continue to be executed. In this case, even if the second special game is in progress, the performance display device 25 will continue to execute the second warning. However, if the execution of the first special game starts at timing t23 when the second warning is being executed, the second warning will end. Incidentally, although not shown in the diagram, if the second special game is started while the second warning is in effect, the second warning will not terminate as a result of the start of the second special game.

[0204] Furthermore, when the first special game ends at timing t24, the system enters a standby state. Although not shown in the diagram, when the system enters a standby state, the display device 25 executes a symbol display standby animation. After the symbol display standby animation ends, the display device 25 executes a video standby animation. After the video standby animation ends, the display device 25 executes a logo animation. Then, at timing t25 after the logo animation has been executed, the display device 25 executes the first warning. Incidentally, although not shown in the diagram, if the first special game starts while the first warning is being executed, the first warning will end. On the other hand, if the second special game starts while the first warning is being executed, the first warning will not end and will continue to be executed.

[0205] As shown in Figure 17(b), when the third jackpot game is awarded, the performance display device 25 starts executing the second warning. In this case, assume that the execution of the second warning started at timing t31 when the third jackpot game was awarded. If the number of first special reserves at timing t32, when the third jackpot game ends, is 1 or more, the execution of the first special game starts after the end of the third jackpot game. This ends the second warning that was started when the third jackpot game was awarded. However, assume that at the subsequent timing t33, the first special game ends and the number of first special reserves reaches 0. In this case, at timing t34, which is 10 seconds after timing t33, the performance display device 25 starts executing the third warning. In this case, even if the second special game is being executed, the performance display device 25 will execute the third warning. Thus, even if the second warning ends immediately after the third jackpot game ends, the third warning will be issued once the first special game is completed, making it possible to issue the warning.

[0206] Next, based on Figures 18(a) to 18(e), an example of the display content of the visual display device 25 when a warning is issued will be explained. As shown in Figure 18(a), when a high base state is in effect and a reach animation is being performed during the execution of the second special game, the animation display device 25 displays the fourth warning image NG4 and issues a warning. At this time, the gaming machine 10 can warn the player and increase the expectation of a big win. In other words, by issuing a warning while a special game is being performed, the gaming machine 10 can increase the expectation that a big win will be granted afterward and that the game will proceed favorably.

[0207] As shown in Figure 18(b), when the game switches from a high base state to a low base state, the fifth warning image NG5 is displayed on the display device 25, and a warning is issued. Furthermore, as shown in Figure 18(c), when a game ball is launched into the right-side area RB after the game switches from a high base state to a low base state, the fifth warning image NG5 is displayed on the display device 25, and a warning is issued. The fifth warning image NG5 shown in Figure 18(b) is displayed in the same display area (display position) as the fifth warning image NG5 shown in Figure 18(c). Therefore, in the game machine 10, the manner of the warning issued when a game ball is launched into the right-side area RB after the game switches from a high base state to a low base state is the same as the manner of the warning issued when the game switches from a high base state to a low base state.

[0208] As shown in Figure 18(d), if the system then enters a standby state, the first warning image NG1 is displayed on the display device 25, and a warning is issued. The first warning image NG1 shown in Figure 18(d) is different from the fourth warning image NG4 shown in Figure 18(a). Furthermore, the display positions (display areas) where each image NG1 and NG4 is displayed on the display device 25 are different. In other words, the manner in which a warning is issued when a special game is being played is different from the manner in which a warning is issued when the system is in a standby state.

[0209] As shown in Figure 18(e), when a jackpot game is awarded, the performance display device 25 may display the second warning image NG2 and issue a warning. The second warning image NG2 shown in Figure 18(e) is different from the fourth warning image NG4 shown in Figure 18(a). Furthermore, the display positions (display areas) where each image NG2 and NG4 is displayed in the performance display device 25 are different. In other words, the manner of warning issued when a special game is being played is different from the manner of warning issued when a jackpot game is awarded. Also, in the gaming machine 10, if a warning is issued when a jackpot game is awarded, it is possible to warn the player and determine that the game will be controlled to a probability variation state after the jackpot game ends. In other words, in the gaming machine 10, by issuing a warning when a jackpot game is awarded, the expectation that the game will then be controlled to a probability variation state and develop favorably can be increased.

[0210] The effects of this embodiment will be described below. (1-1) After switching from a high base state in which it is recommended to launch game balls into the right-side area RB to a low base state in which it is recommended to launch game balls into the left-side area RA, if a game ball is launched into the right-side area RB, the display device 25 can issue a warning. This makes it possible to effectively warn players who are likely to be engrossed in the game and have launched game balls into the right-side area RB despite the switch from a high base state to a low base state.

[0211] (1-2) When the game switches from a high base state, in which it is recommended to launch the game ball into the right-side area RB, to a low base state, in which it is recommended to launch the game ball into the left-side area RA, the display device 25 issues a warning. As a result, a warning is issued in advance when the game switches from a high base state to a low base state, and another warning is issued if the player continues to launch the game ball into the right-side area RB afterward. This prevents the player from becoming so engrossed in the game that they continue to launch the game ball into the right-side area RB even after the game has switched from a high base state to a low base state, and effectively issues a warning.

[0212] (1-3) After switching from a high base state to a low base state, in the low base state, the performance display device 25 can execute a left-hand shooting animation, separate from the warning, to encourage the launch of game balls into the left-side area RA. In this way, by executing a left-hand shooting animation on the performance display device 25 separately from the warning, it is possible to inform a player who has become engrossed in the game, separately from the warning, what to do, by instructing them to launch game balls into the left-side area RA.

[0213] (1-4) The manner in which a warning is issued when a game ball is launched into the right-side area RB after switching from a high base state to a low base state is the same as the manner in which a warning is issued in conjunction with the switch from a high base state to a low base state. This prevents, for example, the misconception that the warning itself is different due to a difference in the manner in which a warning is issued in conjunction with the switch from a high base state to a low base state, and allows for effective warning.

[0214] (1-5) The manner in which warnings are issued when a special game is being played differs from the manner in which warnings are issued when the system is in standby mode. By issuing warnings in different manners tailored to each situation—when a special game is being played and when the system is in standby mode—warnings can be effectively implemented.

[0215] (1-6) The manner in which warnings are issued when a special game is being played differs from the manner in which warnings are issued when a jackpot is awarded. By issuing warnings in different manners tailored to each situation—when a special game is being played and when a jackpot is awarded—warnings can be effectively implemented.

[0216] (1-7) When a warning is issued while a special game is in progress, the expectation of a favorable outcome afterward is higher compared to when no warning is issued during a special game. This increases attention to whether a warning will be issued while a special game is in progress, allowing for the effective implementation of warnings.

[0217] (1-8) When a warning is issued while a jackpot game is awarded, the expectation of a favorable outcome afterward is higher compared to when no warning is issued while a jackpot game is awarded. This increases attention to whether a warning will be issued when a jackpot game is awarded, and allows for the warning to be issued more effectively.

[0218] (1-9) When the second special game is in progress, a warning can be issued. By issuing a warning when the second special game is in progress and it is assumed that there is a high probability that players are playing the game, the warning will be more easily noticed and the warning can be issued more effectively.

[0219] (1-10) The specific effects that can be performed in conjunction with the execution of the first special game are configured to be customizable. Therefore, it can be assumed that players may want to enjoy these specific effects. For this reason, by not displaying warnings when the first variable game is being played, it is possible to suppress the feeling that players are bothered by the warnings.

[0220] (1-11) The longest variation time in the first special game is longer than the longest variation time in the second special game. Thus, by not issuing warnings when the first special game, which has a long variation time and attracts the attention of players, is being played, it is possible to suppress the feeling that players are bothered by the warnings.

[0221] (1-12) When the first special game and the second special game are configured to run in parallel, even if the second special game is running, the warning will not be issued if the first special game is also running in parallel. This prevents users from feeling annoyed by the warnings when the first special game is running, regardless of whether the second special game is running.

[0222] (1-13) When the first special game is in progress, no warning is issued. Furthermore, the advantage of the first special game is higher than that of the second special game. In other words, when the first special game is in progress, which is expected to be more advantageous than the second special game and therefore attract more attention from players, not issuing a warning can help prevent players from feeling annoyed by the warning.

[0223] (1-14) Even if the execution of the second special game begins while a warning is being issued in the standby state, the warning will not terminate as a result of the start of the second special game. In other words, the warning will not terminate in a situation where the execution of the second special game begins while a warning is being issued in the standby state, and where it can be assumed that there is a high probability that the player is playing the game. This makes it easier to notice warnings that have been issued in the standby state, and allows for more effective implementation of warnings.

[0224] (1-15) Even when a warning is being issued in the standby state, if the execution of the first special game, which is more advantageous than the second special game, begins, the warning will end as the execution of the first special game begins. In this way, since the warning ends when the execution of the first special game, which is more advantageous and attracts more attention from players, it is possible to prevent the warning from interfering with the first special game and causing players to feel annoyed by the warning.

[0225] (1-16) When a warning is issued in the standby state, if the execution of the first special game, which has the potential to execute a confirmation animation, begins, the warning will end as the execution of the first special game begins. This prevents, for example, the warning from interfering with the confirmation animation when the confirmation animation and the warning are executed in parallel.

[0226] (1-17) In the second special game, after the winning symbols have been confirmed and stopped, and while a winning game is being awarded, a warning can be issued, and the warning can continue to be issued even after the winning game has ended. Thus, in the second special game, after the winning symbols have been confirmed and stopped, and while a winning game is being awarded, if the winning game ends while a warning is being issued, the warning can continue to be issued without ending. This prevents the warning from being cut short due to the end of the winning game, allowing the warning to be issued to its fullest extent and thus making the warning more effective.

[0227] (1-18) In the first special game, the time during which game balls are allowed to enter the first large prize slot 29 during the jackpot game granted after the jackpot symbols are confirmed to stop is longer than the time during which game balls are allowed to enter the second large prize slot 31 during the jackpot game granted after the jackpot symbols are confirmed to stop in the second special game. In other words, the time during which game balls are allowed to enter the second large prize slot 31 during the jackpot game granted after the jackpot symbols are confirmed to stop in the second special game is shorter than the time during which game balls are allowed to enter the first large prize slot 29 during the jackpot game granted after the jackpot symbols are confirmed to stop in the first special game. In such a situation where "the time during which game balls are allowed to enter the second large prize slot 31 during the jackpot game is short," the warning can continue to be issued even after the jackpot game has ended. Therefore, for example, there is no need to make adjustments such as increasing the time required for a jackpot game in order to issue a warning, which increases the degree of freedom in manufacturing the gaming machine.

[0228] (1-19) When certain conditions are met in relation to the first special game, a warning can be issued after a predetermined time has elapsed. During the first special game, there is a high probability that players are playing the game. When certain conditions are met in relation to the first special game, issuing a warning after a predetermined time has elapsed makes it easier for players to notice the warning, and thus the warning can be issued more effectively.

[0229] (1-20) In particular, after the first special game, which offers a higher advantage than the second special game, is played, it is assumed that players will continue playing. Therefore, if certain conditions related to the first special game are met, issuing a warning after a predetermined time has elapsed will make it easier for players to notice that they are continuing to play, and thus the warning can be implemented more effectively.

[0230] (1-21) If the execution of the first special game is not suspended after the completion of the first special game, a specific condition related to the first special game is met. In this situation, where the first special game is not executed immediately, a warning can be issued after a predetermined time has elapsed. This allows for a more effective warning to be issued when the first special game is not executed immediately, and there is a possibility that the player's desire to continue playing in order to execute the first special game is increasing, that is, when there is a high risk of becoming addicted.

[0231] (1-22) When the execution of the second special game begins while neither the first special game nor the second special game is being played, a warning can be issued during the execution of the second special game. In other words, by making it possible to issue a warning in a situation in which it is assumed that a player has started playing, the player is more likely to notice the warning, and the warning can be issued more effectively.

[0232] (1-23) When the execution of the first special game begins while neither the first special game nor the second special game is being played, no warning is issued during the execution of the first special game. In other words, even if the execution of the second special game begins while neither the first special game nor the second special game is being played, a warning may be issued during the execution of the second special game. On the other hand, if the execution of the first special game begins while neither the first special game nor the second special game is being played, no warning is issued during the execution of the first special game. As a result, when a special game is played from a situation where neither the first special game nor the second special game is being played, if a warning is issued, it is possible to identify that the special game being played is the second special game.

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

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

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

[0236] (Second Embodiment) Next, a second embodiment of the gaming machine will be described. Components similar to those in the first embodiment will be denoted by the same reference numerals as in the first embodiment, and their detailed descriptions and drawings will be omitted.

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

[0238] In the gaming machine 10 of this embodiment, the first jackpot symbol and the second jackpot symbol can be displayed as confirmed stop symbols in the second special game, but not in the first special game. On the other hand, in the gaming machine 10 of this embodiment, the third jackpot symbol and the fourth jackpot symbol can be displayed as confirmed stop symbols in the first special game, but not in the second special game. Therefore, in the jackpot game awarded after the jackpot result is displayed as confirmed stop symbols in the second special game, the entry of game balls into the second large prize slot 31 is permitted. In other words, the gaming machine 10 is configured to award a jackpot game in which, after the jackpot symbol is displayed as confirmed stop symbols in the first special game, the entry of game balls into the second large prize slot 31 is permitted by opening the second large prize slot 31. Furthermore, in the jackpot game awarded after the jackpot result is confirmed and displayed in the second special game, the entry of game balls into the first large prize slot 29 is permitted. In other words, the game machine 10 is configured to award a jackpot game in which, after the jackpot symbol is confirmed and displayed in the second special game, the entry of game balls into the first large prize slot 29 is permitted by opening the first large prize slot 29.

[0239] Furthermore, in the gaming machine 10 of this embodiment, the time during which game balls are allowed to enter the first large prize pocket 29 during the jackpot game granted after the jackpot symbols are confirmed to stop in the second special game is longer than the time during which game balls are allowed to enter the second large prize pocket 31 during the jackpot game granted after the jackpot symbols are confirmed to stop in the first special game.

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

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

[0242] (2-1) The advantage of the second special game is higher than that of the first special game. In other words, by having the warning issued when the second special game is being played, which is expected to be more advantageous than the first special game and attract more attention from players, the warning will be more easily noticed and the warning will be implemented more effectively.

[0243] (2-2) Even when a warning is issued in the standby state, the warning will continue to be issued when the execution of the second special game, which is more advantageous than the first special game, begins. In this way, the warning will not be terminated when the execution of the second special game, which is more advantageous and attracts more attention from players, begins, and when it is expected that players will be paying more attention to the game. This makes it easier for players to notice the warning and allows the warning to be issued more effectively.

[0244] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. - When a warning is issued when a game ball is launched into the right-side area RB after switching from a high-base state to a low-base state, the fifth warning image NG5 may be displayed in a different display area (display position) than when a warning is issued when the high-base state ends and switches to a low-base state. In other words, the manner of the warning issued when a game ball is launched into the right-side area RB after switching from a high-base state to a low-base state may be different from the manner of the warning issued when the high-base state ends and switches to a low-base state. That is, the manner of the warning issued when a game ball is launched into the second game area after switching from the second state to the first state may be configured to be different from the manner of the warning issued when switching from the second state to the first state. By varying the manner of the warnings in this way, players who did not notice the warning issued when switching from a high base state to a low base state may notice the warning issued when they start playing to the right after the switch, thus enabling effective warnings.

[0245] - In determining whether a shot was taken to the left, it can be determined by detecting a game ball that entered an entry point (for example, the first start opening 26 in the above embodiment) that is only accessible when the game ball flows down into the left-side area RA. Similarly, in determining whether a shot was taken to the right, it can be determined by detecting a game ball that entered an entry point (for example, the gate 33 in the above embodiment) that is only accessible when the game ball flows down into the right-side area RB. The system may be configured to determine whether a shot was taken to the right (or left) based on the detection of a single game ball, or it may be configured to determine whether a shot was taken to the right (or left) based on the detection of multiple game balls. For example, the system may be configured to determine whether a shot was taken to the right based on the detection of a predetermined number of game balls by the gate sensor SE5 within a predetermined period.

[0246] - After switching from a low-base state in which it is recommended to launch the game ball into the left-side area RA to a high-base state in which it is recommended to launch the game ball into the right-side area RB, the display device 25 may issue a warning when a game ball is launched into the left-side area RA. For example, after switching from a low-base state in which it is recommended to launch the game ball into the left-side area RA to a jackpot game in which it is recommended to launch the game ball into the right-side area RB, the display device 25 may issue a warning when a game ball is launched into the left-side area RA. For example, it may be configured to determine that the game was played to the left based on the fact that a game ball entered the first start port 26, that is, that the first start sensor SE1 detected the game ball. After switching from a high-base state, where it is recommended to launch the game ball into the right-side area RB, to a low-base state, where it is recommended to launch the game ball into the left-side area RA, the display device 25 may be configured not to issue a warning when a game ball is launched into the right-side area RB. In other words, after switching from a high-base state to a low-base state, the display device 25 may be unable to issue a warning when a game ball is launched into the right-side area RB.

[0247] The display device 25 may issue a warning when the game switches from a low-base state, where it is recommended to launch the game ball into the left-side area RA, to a high-base state, where it is recommended to launch the game ball into the right-side area RB. For example, when the game switches from a low-base state, where it is recommended to launch the game ball into the left-side area RA, to a jackpot game, where it is recommended to launch the game ball into the right-side area RB, and the game ball is launched into the left-side area RA, the display device 25 may issue a warning. The display device 25 may be configured not to issue a warning when the game switches from a high-base state, where it is recommended to launch the game ball into the right-side area RB, to a low-base state, where it is recommended to launch the game ball into the left-side area RA. In other words, the display device 25 may be unable to issue a warning when the game switches from a high-base state to a low-base state.

[0248] · After switching from a high base state in which it is recommended to launch game balls into the right-side area RB to a low base state in which it is recommended to launch game balls into the left-side area RA, the performance display device 25 may be able to simultaneously perform a warning about excessive gambling and a left-handed shooting performance in the low base state. For example, the performance display device 25 may be configured to simultaneously perform a warning about excessive gambling and a left-handed shooting performance by displaying an image that serves both to warn about excessive gambling and to encourage the launch of game balls into the left-side area RA. After switching from a high base state in which it is recommended to launch game balls into the right-side area RB to a low base state in which it is recommended to launch game balls into the left-side area RA, the performance display device 25 may be able to perform only one of the following in the low base state: a warning about excessive gambling and a left-handed shooting performance.

[0249] The manner in which a warning is issued when a special game is being played may be the same as the manner in which a warning is issued when the system is in standby mode. Furthermore, the manner in which a warning is issued when a special game is being played may be the same as the manner in which a warning is issued when a jackpot game is awarded. Furthermore, the manner in which a warning is issued when the system is in standby mode may be the same as the manner in which a jackpot game is awarded. In this way, by making the manner of the warnings the same, it is possible to suppress the misunderstanding that the warnings themselves are different due to differences in the manner of the warnings, and to effectively issue warnings.

[0250] - If a warning is issued while a special game is in progress, the system may be configured to increase the expectation that a jackpot game controlled to a probability variation state will be awarded after the jackpot game ends, compared to the case where a warning is not issued while a special game is in progress. Thus, the expectation that the subsequent development will be favorable is not limited to the expectation of a jackpot, but may also be, for example, the expectation that a jackpot game of a type controlled to a probability variation state will be awarded.

[0251] • When a warning is not issued while a special game is in progress, the system may be configured to have a higher expectation of a favorable outcome afterward compared to when a warning is issued while a special game is in progress. Alternatively, the expectation of a favorable outcome afterward does not need to differ depending on whether a warning was issued while a special game was in progress.

[0252] - If there is a special game that results in a jackpot among the special games that are currently pending execution, the system may be configured to allow a warning to be issued when a jackpot game is awarded. For example, when a warning is issued when a jackpot game is awarded, the system may be configured to increase the expectation that a special game that results in a jackpot will be executed after the jackpot game ends, compared to when a warning is not issued when a jackpot game is awarded. Thus, the expectation that the game will proceed favorably afterward is not limited to the expectation that the game will be controlled to a probability variation state, but may also be, for example, the expectation that there is a special game that results in a jackpot among the special games that are currently pending execution.

[0253] - When a warning is not issued while a jackpot is awarded, the system may be configured to have a higher expectation of a favorable outcome afterward compared to when a warning is issued while a jackpot is awarded. Alternatively, the expectation of a favorable outcome afterward does not need to differ depending on whether a warning is issued while a jackpot is awarded.

[0254] The advantage of the first special game and the advantage of the second special game may be the same. In other words, the advantage of the first variable game may be the same as the advantage of the second variable game. For example, the system may be configured so that the type of jackpot is determined with the same probability from the same types of jackpots in both the case of winning a jackpot in the first jackpot lottery and the case of winning a jackpot in the second jackpot lottery.

[0255] The number of times the first special game can be postponed may be changed. For example, the execution of the first special game may be made impossible to postpone. Similarly, the number of times the second special game can be postponed may be changed. For example, the execution of the second special game may be made impossible to postpone. The execution of either the first special game or the second special game may be made possible to postpone, while the execution of the other special game may be made impossible to postpone. The number of times the normal game can be postponed may also be changed. For example, the execution of a normal game may be made impossible to postpone. The execution of either a special game or a normal game with variable mechanics may be made possible to postpone, while the execution of the other game with variable mechanics may be made impossible to postpone.

[0256] - A customizable effect (a specific effect in the above embodiment) may be configured such that the customized effect is enabled when the system is in a low base state, but disabled when the system is in a high base state. Conversely, a customizable effect may be configured such that the customized effect is enabled when the system is in a high base state, but disabled when the system is in a low base state.

[0257] The control unit that provides the functionality for customizing specific effects may be multiple control units, such as buttons B1 and B2, or it may be just one control unit. For example, it may be configured so that customization of specific effects can be performed by pressing and holding one control unit for a predetermined amount of time. Furthermore, the number of control units that provide the functionality for customizing specific effects does not have to be two; for example, it may be more than two (three or more).

[0258] • Customizable effects are not limited to specific effects. For example, customizable effects may include effects different from specific effects in addition to specific effects. For example, a customizable effect may be a different effect from a specific effect instead of a specific effect. For example, the volume may be configured to be customizable by making it possible to adjust the volume of at least some of the sounds output from speaker 18. For example, the volume of sounds related to a specific effect may be configured to be customizable by making it possible to adjust the volume of sounds related to a specific effect. For example, the brightness (also called light intensity) of the effect display device 25 may be configured to be customizable by making it possible to adjust the brightness. For example, the brightness of the effect display device 25 when a specific effect is executed may be configured to be customizable by making it possible to adjust the brightness of the effect display device 25. Note that the brightness of the effect display device 25 can also be said to be, for example, the brightness of the backlight of the effect display device 25. The brightness of the decorative lamp 17 may also be configured to be adjustable. In addition, it is not necessary to have customizable effects. That is, the above embodiment may be a gaming machine that does not have customizable effects.

[0259] • Customizable effects do not necessarily have to include effects that can be executed in conjunction with the execution of the first special game. Also, customizable effects may include effects that can be executed in conjunction with the execution of the second special game. Also, customizable effects do not necessarily have to include effects that can be executed in conjunction with the execution of the second special game. Customizable effects may include effects that can be executed in conjunction with the execution of a normal game. Also, customizable effects do not necessarily have to include effects that can be executed in conjunction with the execution of a normal game.

[0260] - When either the first special game or the second special game is running, it may be possible to customize specific effects that can be executed in conjunction with the first special game by operating at least one of the up button B1 and the down button B2. For example, when the second special game is running, it may be possible to customize specific effects that can be executed in conjunction with the first special game by operating at least one of the up button B1 and the down button B2. Conversely, when the first special game is running, it may be impossible to customize specific effects that can be executed in conjunction with the first special game even if the up button B1 and the down button B2 are operated. In this configuration, when both the first and second special games are running, it may be impossible to customize specific effects that can be executed in conjunction with the first special game even if the up button B1 and the down button B2 are operated. In addition, when a special game is running, it may be impossible to customize specific effects that can be executed in conjunction with the first special game even if the up button B1 and the down button B2 are operated.

[0261] - When the left-handed shooting animation is being performed on the performance display device 25, if the execution of the first special game begins, the left-handed shooting animation may be configured to end as a result of the start of the first special game. When the left-handed shooting animation is being performed on the performance display device 25, if a game ball enters the first start port 26, the left-handed shooting animation may be configured to end as a result of the game ball entering the first start port 26.

[0262] - After switching from a low base state in which it is recommended to launch the game ball into the left area RA to a high base state in which it is recommended to launch the game ball into the right area RB, when the game ball is launched into the left area RA, the performance display device 25 may be able to execute a right-hand shooting performance. After switching from a low base state in which it is recommended to launch the game ball into the left area RA to a jackpot game in which it is recommended to launch the game ball into the right area RB, when the game ball is launched into the left area RA, the performance display device 25 may be able to execute a right-hand shooting performance. For example, when in a high base state or when a jackpot game is awarded, the system may be configured to execute a right-hand shooting performance based on the fact that a game ball has entered the first start port 26, that is, that the first start sensor SE1 has detected a game ball. Furthermore, after switching from a high base state, where it is recommended to launch the game ball into the right-side area RB, to a low base state, where it is recommended to launch the game ball into the left-side area RA, the performance display device 25 may be able to execute a left-handed play performance when a game ball is launched into the right-side area RB. For example, when in a low base state, the left-handed play performance may be configured to be able to be executed based on the fact that a game ball has entered the gate 33, that is, that the gate sensor SE5 has detected a game ball.

[0263] In the above embodiment, the system is configured to encourage right-handed shooting by executing a right-handed shooting animation, but it may also be configured to encourage right-handed shooting through different animations. Executing a right-handed shooting animation is equivalent to encouraging right-handed shooting, but it can also be interpreted as a warning against left-handed shooting, or a warning that right-handed shooting is required. In other words, a right-handed shooting animation can be considered a type of warning. Also, in the above embodiment, the system is configured to encourage left-handed shooting by executing a left-handed shooting animation, but it may also be configured to encourage left-handed shooting through different animations. Executing a left-handed shooting animation is equivalent to encouraging left-handed shooting, but it can also be interpreted as a warning against right-handed shooting, or a warning that left-handed shooting is required. In other words, a left-handed shooting animation can be considered a type of warning. In the above embodiment, the system is configured to allow both right-handed and left-handed shooting animations, but it may also be configured to allow only one of the right-handed or left-handed shooting animations, or neither right-handed nor left-handed shooting animations may be executed.

[0264] The confirmed win animation may be configured to be customizable. For example, the probability of the confirmed win animation being performed may be configured to be customizable. If the probability of the confirmed win animation being performed is customized, the configuration may be such that the customization of the probability of the confirmed win animation being performed becomes effective after all special games that are currently pending have finished. As described above, the animations that can be performed are also configured to be customizable, but only for the first special game out of the first and second special games.

[0265] ·When the jackpot symbol is stopped and displayed deterministically in the first special game, it may be configured such that a confirmation effect is not executed based on the fact that the jackpot symbol is stopped and displayed deterministically in the first special game. In the above embodiment, it may not be configured to be able to execute the confirmation effect. When the jackpot symbol is stopped and displayed deterministically in the second special game, it may be possible to execute the confirmation effect when the first special game is being executed based on the fact that the jackpot symbol is stopped and displayed deterministically in the second special game. For example, even when the jackpot symbol is stopped and displayed deterministically in any of the first special game and the second special game, the confirmation effect may be executable when the special game in which the jackpot symbol is stopped and displayed deterministically is being executed.

[0266] ·The confirmation effect may be configured to be executed in some or all of the effect devices including the decorative lamp 17, the speaker 18, and the effect display device 25. For example, the confirmation effect may be configured to be executed in one of the effect devices including the decorative lamp 17, the speaker 18, and the effect display device 25, or may be configured to be executed in two or more of the effect devices including the decorative lamp 17, the speaker 18, and the effect display device 25.

[0267] ·It may be configured such that a notification can be executed only during the execution of either the first special game or the second special game. For example, when only the first special game among the first special game and the second special game is being executed, a notification may be executable. For example, when only the second special game among the first special game and the second special game is being executed, it may be configured such that a notification is not executed. Also, it may be configured such that a notification can be executed during the execution of both the first special game and the second special game. For example, when both the first special game and the second special game are being executed, a notification may be executable.

[0268] - Even if the execution of the first special game starts while a warning is being issued in the standby state, the system may be configured so that the warning does not terminate as a result of the start of the first special game. Alternatively, if the execution of the second special game starts while a warning is being issued in the standby state, the system may be configured so that the warning terminates as a result of the start of the second special game.

[0269] - In the first special game, after the winning symbols have been confirmed and stopped, and while a winning game has been awarded, a warning can be issued, and the system may be configured to continue issuing warnings even after the end of the winning game.

[0270] In the first embodiment described above, the time during which game balls are allowed to enter the first large prize slot 29 during the jackpot game granted after the jackpot symbols are displayed in the first special game may be the same as the time during which game balls are allowed to enter the second large prize slot 31 during the jackpot game granted after the jackpot symbols are displayed in the second special game. In the first embodiment described above, the time during which game balls are allowed to enter the second large prize slot 31 during the jackpot game granted after the jackpot symbols are displayed in the second special game may be longer than the time during which game balls are allowed to enter the first large prize slot 29 during the jackpot game granted after the jackpot symbols are displayed in the first special game. In the second embodiment described above, the time during which game balls are allowed to enter the second large prize slot 31 during the jackpot game granted after the jackpot symbols are displayed in the first special game may be the same as the time during which game balls are allowed to enter the first large prize slot 29 during the jackpot game granted after the jackpot symbols are displayed in the second special game. In the second embodiment described above, the time during which game balls are allowed to enter the first large prize slot 29 during the jackpot game granted after the jackpot symbols are displayed in the second special game may be longer than the time during which game balls are allowed to enter the second large prize slot 31 during the jackpot game granted after the jackpot symbols are displayed in the first special game.

[0271] - The system may be configured to continue running the video standby animation even if the execution of the second special game starts while the system is in standby mode. Conversely, the system may be configured to terminate the video standby animation when the execution of the first special game starts while the system is in standby mode. Furthermore, the system may be configured so that the performance game is not executed when the video standby animation is running during the execution of the second special game. Also, the system may be configured so that the performance game is executed within a narrower display area than usual when the video standby animation is running during the execution of the second special game.

[0272] - When in standby mode, there may be cases where only the symbol display standby animation is executed, and cases where the symbol display standby animation, video standby animation, and warning about addiction are executed. For example, when in standby mode while in low base mode, the system may be configured to execute all of the symbol display standby animation, video standby animation, and warning about addiction while in standby mode. For example, when in standby mode while in high base mode, the system may be configured to execute only the symbol display standby animation among the symbol display standby animation, video standby animation, and warning about addiction.

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

[0274] The upper movable body 80 may be configured to operate after the execution of the pre-action animation has started and after the pre-action animation has finished. Alternatively, the upper movable body 80 may be configured to operate while the pre-action animation is being executed. After the pre-action animation is executed, there may be cases where the upper movable body 80 operates and cases where it does not. In other words, the pre-action animation may be an animation that increases the expectation that the upper movable body 80 will operate. In the above embodiment, the execution of the pre-action animation is configured to encourage attention to the upper movable body 80, but the system may be configured to encourage the upper movable body 80 to operate through different animations. Execution of the pre-action animation makes it possible to identify in advance that the upper movable body 80 will operate. This makes it possible to warn in advance about at least one of the following: the possibility of the body coming into contact with the upper movable body 80, and the possibility of fingers getting caught when the upper movable body 80 operates. Execution of the pre-action animation can also be seen as a way to warn about the operation of the upper movable body 80. Furthermore, it is not necessary to perform a pre-operation animation before the upper movable body 80 operates. Alternatively, the system may be configured so that the pre-operation animation begins to run when the upper movable body 80 starts operating.

[0275] • In relation to the first special game, if certain conditions are met, the system may be configured so that a warning is not issued even after a predetermined time has elapsed. Conversely, in relation to the second special game, if certain conditions are met, a warning may be issued after a predetermined time has elapsed. For example, in relation to a special game that includes both the first and second special games, if certain conditions are met, a warning may be issued after a predetermined time has elapsed.

[0276] - If the execution of the second special game begins while neither the first special game nor the second special game is being conducted, it may be impossible to issue a warning as a result of the commencement of the second special game. If the execution of the first special game begins while neither the first special game nor the second special game is being conducted, it may be possible to issue a warning while the first special game is being conducted.

[0277] The specific conditions may be changed. The specific conditions may be configured to be met if the execution of the special game in question is not suspended after the completion of that special game. Alternatively, the specific conditions may be configured to be met if the execution of the special game in question is not suspended at a predetermined timing after the completion of that special game. For example, when the specific conditions are met in relation to the first special game, it may be when a predetermined effect (e.g., a super reach effect) is performed during the execution of the first special game. Similarly, for example, when the specific conditions are met in relation to the second special game, it may be when a predetermined effect is performed during the execution of the second special game.

[0278] The longest variation time in the first special game may be configured to be shorter than the longest variation time in the second special game. Alternatively, the longest variation time in the first special game may be the same as the longest variation time in the second special game.

[0279] The gaming machine 10 in the above embodiment may be a gaming machine capable of issuing warnings other than warnings regarding addiction. For example, in addition to warnings regarding addiction, it may be a gaming machine capable of issuing warnings against playing by persons under 18 years of age. For example, in addition to warnings regarding addiction, it may be a gaming machine capable of issuing warnings against leaving children unattended in a car. In a gaming machine capable of issuing warnings regarding addiction, the aforementioned warnings may be configured to be issued in the same situation as when issuing warnings regarding addiction in the above embodiment. For example, in the above embodiment, the aforementioned warnings may be issued in place of some or all of the first to fifth warnings. For example, in the above embodiment, the aforementioned warnings may be issued in addition to some or all of the first to fifth warnings. For example, when in standby mode, the machine may be configured to issue warnings regarding leaving children unattended in a car and warnings regarding addiction.

[0280] • The system may be configured to implement some of the first to fifth warnings while not implementing the rest. For example, the system may be configured to enable the implementation of the first to third warnings while not implementing the fourth and fifth warnings. For example, the system may be configured to enable the implementation of the first and second warnings while not implementing the third to fifth warnings.

[0281] - When a warning is initiated while a jackpot game is awarded, the system may be configured to terminate when the jackpot game ends. Alternatively, the system may be configured so that a warning is not issued when a jackpot game is awarded. For example, when some of the multiple types of jackpot games are awarded, the system may be configured so that a warning is not issued. For example, when the first jackpot game and the second jackpot game are awarded, the system may be configured so that a warning can be issued when the first jackpot game or the second jackpot game is awarded. On the other hand, for example, when the third jackpot game and the fourth jackpot game are awarded, the system may be configured so that a warning is not issued when the third jackpot game or the fourth jackpot game is awarded. Also, when a warning is initiated while a regular jackpot game is awarded, the system may be configured so that the warning terminates when the regular jackpot game ends. Furthermore, when a regular win is awarded, the system may be configured so that a warning is not issued as a result of the awarding of a regular win. For example, when both a big win and a regular win are awarded, a warning may be issued. On the other hand, for example, when only a regular win is awarded among the big win and regular wins, the system may be configured so that a warning is not issued.

[0282] The performance display device 25 may be capable of notifying that the execution of a special game is on hold. For example, if the execution of a special game is on hold, the performance display device 25 may be capable of notifying the number of special games whose execution is on hold. For example, the performance display device 25 may be configured to notify the number of special games whose execution is on hold by displaying a hold image. For example, the performance display device 25 may be capable of notifying that the execution of the first special game of the two special games is on hold, but not capable of notifying that the execution of the second special game of the two special games is on hold. Conversely, the performance display device 25 may be capable of notifying that the execution of the second special game of the two special games is on hold, but not capable of notifying that the execution of the first special game of the two special games is on hold. For example, the type of special game whose execution is on hold may be notified by the performance display device 25 depending on the game state.

[0283] The performance display device 25 may be configured to run a normal auxiliary game in conjunction with the normal game. For example, the normal auxiliary game may start when the normal game starts and end when the normal game ends. In the normal auxiliary game, the normal auxiliary symbols corresponding to the normal symbols that were confirmed to stop in the normal game may be confirmed to stop. If a normal winning symbol is confirmed to stop in the normal game, the normal auxiliary symbols for the normal win may be confirmed to stop in the normal auxiliary game. On the other hand, if a normal losing symbol is confirmed to stop in the normal game, the normal auxiliary symbols for the losing symbol may be confirmed to stop in the normal auxiliary game. In this way, the performance display device 25 may be configured to run a normal auxiliary game in conjunction with the execution of a normal game. The performance display device 25 may also be able to notify that the execution of a normal game is on hold. For example, if the execution of a normal game is on hold, the performance display device 25 may be able to notify the number of normal games that are on hold. In this specification, examples have been given of both the ability to notify that the execution of a special game is suspended and the ability to notify that the execution of a regular game is suspended, but of course, only one of them may be adopted.

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

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

[0286] Even if a jackpot is not won, the system may be configured to control the system to a high base state when the number of special games played within a predetermined special period reaches a predetermined special number. The number of special games played within the special period referred to here may be, for example, the number of special games played after being controlled to a non-probability change state without a jackpot game being awarded, or the number of special games played after the end of a jackpot game without the next jackpot game being awarded. For example, if the system is controlled to a high base state when the number of special games played within a special period reaches a certain number, the system may be configured to control the system to a high base state until a predetermined upper limit number of special games are played, or until a jackpot game is awarded before the upper limit number of special games are played. However, if the high base state ends without a jackpot game being awarded before the upper limit number of special games are played, the system may be configured not to control the system to a high base state based on the number of special games played until a jackpot game is awarded.

[0287] · As special symbols that can be fixedly stopped and displayed when not winning the big win lottery, it may have a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a chance symbol). And when the chance symbol is fixedly stopped and displayed in the special game when in the low base state, it may be configured to be controlled to the high base state upon the chance symbol being fixedly stopped and displayed. The special symbols that can be fixedly stopped and displayed when not winning the big win lottery do not necessarily have to include a losing symbol, and may only be chance symbols. The types of chance symbols may be one type or multiple types.

[0288] · As a gaming machine that can be controlled to the probability variation state, there are specifications to control it to the probability variation state until the next big win game is awarded, specifications to control it to the probability variation state until winning the fall lottery (fall machine), or specifications to control it to the probability variation state until a predetermined number of special games end (ST machine). Also, among gaming machines that can be controlled to the probability variation state, there is a specification to control it to the probability variation state upon the gaming ball passing through a specific area (V probability variation machine). The gaming machine of the above embodiment may be embodied as a gaming machine of any of these specifications. Also, the gaming machine may be a gaming machine with a specification that mixes the above-mentioned fall machine and V probability variation machine. Also, the V probability variation machine has a specification of having a single large winning opening to cause a specific round game. The V probability variation machine has a specification of having a plurality of large winning openings including a large winning opening (V winning opening) opened in a specific round game and a large winning opening opened in a round game other than the specific round game to cause a specific round game. The gaming machine of the above embodiment may be embodied as a V probability variation machine of any of these specifications. Also, for example, depending on the type of big win game, the expectation degree of the gaming ball entering a specific area may be made different.

[0289] The above embodiment may be applied to a gaming machine that performs both a big win lottery and a small win lottery. Generally, if a small win is won in the small win lottery, the small win symbol is displayed as a confirmed stop in the special game, and a small win game is awarded after the special game ends. The small win symbol is one of the results derived in the special game when a big win is not won. The small win lottery may be configured to be performed either when a game ball enters the first start port 26 or when a game ball enters the second start port 27. The small win lottery may also be configured to be performed only in either the case where a game ball enters the first start port 26 or when a game ball enters the second start port 27. The gaming machine of the above embodiment may be embodied in a gaming machine that can be controlled to a state (so-called "minor win rush") in which the number of times (frequency) minor wins are achieved per unit time, or the number of times (frequency) minor win games are awarded per unit time, is increased compared to a normal gaming state which is a non-probability change state and a low base state. In a gaming machine that can perform minor win draws in addition to big win draws, both big win draws and minor win draws can be considered as winning draws, and both big win games and minor win games can be considered as winning games. In this case, minor win symbols can be considered as a type of winning result. Furthermore, in a gaming machine that can perform minor win draws in addition to big win draws, only the big win draw can be considered as a winning draw, and only the big win game can be considered as a winning game. Furthermore, regardless of whether a minor win lottery is conducted in addition to the big win lottery, the regular win lottery may be considered as a win lottery. In this case, a regular win game may be considered as a win game. In this case, the regular win symbol may be considered as a type of win result. Similarly, the regular losing symbol may be considered as a type of losing result. In a gaming machine that conducts a minor win lottery, there may be multiple types of minor win symbols. The large prize slots opened in a big win game and the large prize slots opened in a minor win game may be the same or different.

[0290] If, while the first special game is in progress, the second special game results in a minor win and the second special symbol display unit 22b displays the minor win symbol, the first special game may be forcibly terminated and the first special symbol display unit 22a may display a losing symbol. Alternatively, if the first special game is configured to sometimes result in a minor win, if, while the second special game is in progress, the first special game results in a minor win and the first special symbol display unit 22a displays the minor win symbol, the second special game may be forcibly terminated and the second special symbol display unit 22b may display a losing symbol.

[0291] For example, if a winning symbol is displayed in the other special game while one of the first special game and the second special game is in progress, the first special game may be interrupted, and the interrupted special game may be resumed after the winning game has finished. Similarly, if a minor winning symbol is displayed in the other special game while one of the first special game and the second special game is in progress, the first special game may be interrupted, and the interrupted special game may be resumed after the minor winning game has finished.

[0292] - If a losing symbol is displayed as confirmed and stopped in the other special game while one of the first special game or the second special game is in progress, the losing symbol may be displayed as confirmed and stopped in the first special game, and the first special game may be terminated. Alternatively, if a losing symbol is displayed as confirmed and stopped in the other special game while one of the first special game or the second special game is in progress, the first special game may be interrupted, and after the interval period following the termination of the other special game has ended, the interrupted first special game may be resumed.

[0293] In the above embodiment, the first special game and the second special game are configured to be run simultaneously, but they may be configured so that when one of the first or second special game is being run, the other is not run. In such a configuration, the above embodiment may be configured to illustrate the following: For example, the second special game may be configured to be run with priority over the first special game. For example, the first special game may be configured to be run with priority over the second special game. For example, regardless of the type of special game of the first and second special games, they may be configured to be run in the order in which their execution is suspended.

[0294] When in a low base state, the performance display device 25 may be configured to execute the first performance game but not the second performance game. Similarly, when in a high base state, the performance display device 25 may be configured to execute the second performance game but not the first performance game. As described above, the performance display device 25 may be configured to execute only one of the first performance game or the second performance game. The gaming machine 10 may be able to execute the first special game and the second special game simultaneously, but not be able to execute the first performance game and the second performance game simultaneously. For example, the display area 25r of the performance display device 25 does not have to be divided into a first display area 25a and a second display area 25b.

[0295] A variable game that can be executed when a game ball enters the first starting port 26 may be designated as the second special game, and a variable game that can be executed when a game ball enters the second starting port 27 may be designated as the first special game. A variable game that can be executed when a game ball enters the gate 33 may not be a normal game, but may be one or both of the first special game and the second speci...

Claims

[Claim 1] A gaming machine in which the ratio of the number of prize balls to the number of game balls launched can be controlled to a second state that is higher than the first state, The first entrance gate and A means for executing a first variable game that can execute a first variable game, The second entrance gate, A means for executing a second variation game that can execute a second variation game, It comprises a means for issuing warnings that can carry out warnings, The first variable game can be executed when a game ball enters the first ball entry opening located in the left-side area of ​​the game area. The second variation game can be executed when a game ball enters the second ball entry opening located in the right-hand area of ​​the game area. When the second state is in place, it is recommended to launch the game ball into the right-hand region. The aforementioned warning means is capable of issuing warnings regarding addiction during the execution of the second variable game in the second state, and is capable of issuing warnings regarding addiction in the standby state. The manner in which a warning about addiction is issued during the execution of the second variable game in the second state differs from the manner in which a warning about addiction is issued during the standby state when the second variable game is not being executed. If the execution of the first variable game begins while a warning about addiction is being issued in the aforementioned standby state, the warning about addiction will end as the execution of the first variable game begins. A gaming machine in which, even if the execution of the second variable game is started while a warning about excessive play is being issued in the aforementioned standby state, the warning about excessive play may not terminate as a result of the start of the second variable game.