Gaming machine

The gaming machine adjusts its state and provides visual and auditory cues to guide players to launch game balls into areas with higher winning chances, improving gameplay experience.

JP7891257B2Inactive Publication Date: 2026-07-16NEWGIN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NEWGIN KK
Filing Date
2023-06-27
Publication Date
2026-07-16
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines do not effectively guide players to launch game balls into areas that offer the best chances of winning, leading to suboptimal gameplay experiences.

Method used

A gaming machine that can be controlled to different states, including a specific state where launching game balls into a second area is recommended, with visual and auditory effects to notify players of the optimal launch area, and adjusts launch guidance based on game state and player performance.

Benefits of technology

Players can identify and launch game balls into areas with higher winning probabilities, enhancing gameplay engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007891257000003
Patent Text Reader

Abstract

To provide a game machine allowing a player to specify an area in which the player is recommended to shoot game balls appropriately.SOLUTION: A ball entry target presentation can be executed in any of when control is performed to a normal game state after completion of a time-shortening state after a jackpot and when power supply is resumed and a normal game state is restored after the power supply is shut off in the normal game state. A leftward shooting informing performance can be executed when control is performed to a normal game state at least after completion of a time-shortening state after a jackpot when control is performed to the normal game state after completion of the time-shortening state after a jackpot and when power supply is resumed and the normal game state is restored after the power supply is shut off in the normal game state.SELECTED DRAWING: Figure 9
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Description

Technical Field

[0001] This invention relates to a gaming machine.

Background Art

[0002] Conventionally, among gaming machines, there are some, for example, like the gaming machine described in Patent Document 1, in which the areas where it is recommended to launch game balls are different depending on the situation. And the gaming machine described in Patent Document 1 is configured such that, for example, by notifying the area where it is recommended to launch game balls, the player can identify the area where it is recommended to launch game balls.

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 configure the gaming machine so that the player can identify the area where it is recommended to appropriately launch game balls.

Means for Solving the Problems

[0005] A gaming machine that solves the above problem is a gaming machine that can be controlled to a specific state which is more advantageous than the normal state, and comprises: an effect execution means capable of executing an effect; an effect control means capable of controlling the effect execution means; and an initialization control means capable of executing an initialization process when power supply is started, wherein when in the normal state, the launch of a game ball into a first area is recommended, and when in the specific state, the launch of a game ball into a second area is recommended, and the effects that can be executed by the effect execution means include a specific effect and an effect in which the launch of a game ball into the first area is recommended. There is a notification effect that notifies the player, and when the specific effect is being performed, it is possible to determine that it is recommended to launch the game ball into the first area, and the specific effect can be performed when the player is controlled to the normal state after the specific state has ended, and when the player returns to the normal state after the power supply has been interrupted in the normal state and the power supply has been restarted and the player returns to the normal state, and the notification effect can be performed when the player is controlled to the normal state after the specific state has ended, and when the player returns to the normal state after the power supply has been interrupted in the normal state and the player returns to the normal state, Chimae Executed when controlled to the normal state after the termination of the specified state. Furthermore, when the power supply is interrupted in the normal state and then restored, and the state returns to the normal state, the process is not executed. When the initialization process is executed and the system returns to the normal state as power supply is initiated, the specific performance among the specific performance and the notification performance is executed. and the aforementioned notification effect is not executed. The gist of this is that the performance mode of the specific performance that is executed when the power supply is interrupted in the normal state and then resumed and the system returns to the normal state is different from the performance mode of the specific performance that is executed when the initialization process is executed in conjunction with the start of power supply and the system returns to the normal state. [Effects of the Invention]

[0006] According to the present invention, it is possible for players to identify the area in which it is recommended to launch the game balls appropriately. [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 shows the performance modes. [Figure 4] Figure 4 shows an example of the display content of the performance display device when the right-hand hit notification performance is executed. [Figure 5] Figure 5 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 6] Figure 6 shows an example of the display content of the performance display device when the left-handed hit notification performance is executed. [Figure 7] Figures 7(a) and 7(b) show examples of the display content of the display device when the ball entry target animation is performed. [Figure 8] Figures 8(a) and 8(b) show examples of whether or not the ball entry target display and the left-handed hit notification display are executed. [Figure 9] Figures 9(a) to 9(e) show examples of the display content of the performance display device in each situation. [Modes for carrying out the invention]

[0008] The following describes the embodiments of the gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10 (hereinafter referred to as "game machine 10") is equipped with a frame 11. The frame 11 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.

[0009] The gaming machine 10 is equipped with a launch handle 16 on the front side of the front frame 14 as a launching operation means. In the gaming machine 10, game balls, which are the game medium, are launched with an intensity corresponding to the amount of operation (rotation) of the launch handle 16. That is, the gaming machine 10 is configured so that the launch intensity of the game balls can be adjusted by operating the launch handle 16. The gaming machine 10 is equipped with a decorative lamp 17 on the front side of the front frame 14 as a light-emitting means capable of emitting light. The decorative lamp 17 can perform an effect (hereinafter referred to as a light-emitting effect) in which a built-in light-emitting element is illuminated, flashes, and turns off as one of the effects. The gaming machine 10 is equipped with a speaker 18 on the front side of the front frame 14 as a sound output means capable of outputting sound. The speaker 18 can perform an effect (hereinafter referred to as a sound effect) in which various sounds are output as one of the effects. For example, the sound output from the speaker 18 may be background music (so-called BGM).

[0010] 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 ball to the game area 21. The game board 20 is equipped with a prevention valve 21b that prevents the game ball launched into the game area 21 from returning to the guide path 21a. The launched game ball is guided in the guide path 21a, passes through the prevention valve 21b located at the downstream end of the guide path 21a, and reaches the game area 21. Once the game ball reaches the game area 21, it flows down through the game area 21.

[0011] 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 the first special symbol variation game (hereinafter referred to as the first special game), which displays predetermined symbols in a variable manner and ultimately displays a confirmed stop of a special symbol. The information display panel 22 is equipped with a second special symbol display unit 22b. The second special symbol display unit 22b displays the second special symbol variation game (hereinafter referred to as the second special game), which displays predetermined symbols in a variable manner and ultimately displays a confirmed stop of a special symbol. 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." The special symbols are symbols used to announce the results of the internal lottery, which will be described later. In this way, the gaming machine 10 is configured to execute special games. In the gaming machine 10, the first special game and the second special game are not executed simultaneously, and the second special game is executed in priority over the first special game.

[0012] In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixed and does not change.

[0013] In the special symbol display units 22a and 22b, the special symbols that can be displayed as confirmed stops include at least two types: jackpot symbols as a jackpot display result and non-jackpot symbols as a non-jackpot display result. In the special game, the player can recognize a jackpot when a jackpot symbol is displayed as confirmed stops, and can recognize that it is not a jackpot when a non-jackpot symbol is displayed as confirmed stops in the special game. Non-jackpot symbols include losing symbols and chance symbols. In the gaming machine 10, the results that can be displayed as confirmed stops in the special game when a jackpot is not won in the jackpot lottery include losing symbols and chance symbols. Chance symbols are also called time-saving symbols. In the gaming machine 10, chance symbols include first chance symbols and second chance symbols.

[0014] In the gaming machine 10, if a jackpot is won, the jackpot symbols are displayed in a special game. That is, in this embodiment, if a win is achieved in the jackpot lottery, the winning result is derived in the variable game. Then, in the gaming machine 10, if a jackpot is won, a jackpot game is granted after the special game for which the win was achieved has ended. A jackpot game is advantageous for the player because it allows them to win a large number of prize balls and other benefits. In the gaming machine 10, if a jackpot is won in the jackpot lottery, the jackpot symbols are displayed in a special game, and then a jackpot game is granted. That is, in this embodiment, if a jackpot is won in the jackpot lottery, the jackpot result is derived in the variable game, and then a jackpot game is granted.

[0015] The information display panel 22 includes a first special hold display section 22c. The first special hold display section 22c visibly displays the number of times (hereinafter referred to as the first special hold count) of a first special game whose execution is on hold because the start condition has been satisfied but the execution condition has not been satisfied yet. The information display panel 22 includes a second special hold display section 22d. The second special hold display section 22d visibly displays the number of times (hereinafter referred to as the second special hold count) of a second special game whose execution is on hold because the start condition has been satisfied but the execution condition has not been satisfied yet. For example, the upper limit numbers of the first special hold count and the second special hold count are each 4.

[0016] The information display panel 22 includes a normal symbol display section 22e. The normal symbol display section 22e displays a normal symbol variation game (hereinafter referred to as a normal game) in which a predetermined symbol is variably displayed and finally the normal symbol is fixedly stopped and displayed. The normal symbols that can be fixedly stopped and displayed on the normal symbol display section 22e include at least a normal winning symbol and a normal losing symbol. The player can recognize a normal win when the normal winning symbol is fixedly stopped and displayed in the normal game, and can recognize a normal loss when the normal losing symbol is fixedly stopped and displayed in the normal game. In the present embodiment, when winning a normal winning lottery, a normal winning game is given after the end of the normal game targeted by the winning. Further, the information display panel 22 includes a normal hold display section 22f. The normal hold display section 22f visibly displays the number of times (hereinafter referred to as the normal hold count) of a normal game whose execution is on hold because the start condition has been satisfied but the execution condition has not been satisfied yet. For example, the upper limit number of the normal hold count is 4.

[0017] The information display panel 22 includes a right turn lamp 22g. Although details will be described later, the right turn lamp 22g can notify that a right turn is recommended in a situation where a right turn is recommended. For example, the right turn lamp 22g is composed of one light emitter. When it is a situation where a right turn is recommended, the light emitter that constitutes the right turn lamp 22g lights up. On the other hand, when it is not a situation where a right turn is recommended, the light emitter that constitutes the right turn lamp 22g does not light up and goes out.

[0018] In addition, the gaming machine 10 includes a center frame 23 with various decorations at approximately the center of the game area 21 in the game board 20. The center frame 23 has an opening 23a. The center frame is also called a center role or a center role item.

[0019] The gaming machine 10 includes an effect display device 25 as display means. For example, the effect display device 25 may be a display device such as a liquid crystal display or an organic EL display. The effect display device 25 has a display area 25r where an image is displayed. The effect display device 25 is assembled to the game board 20 so that a player can visually recognize the display area 25r through the opening 23a of the center frame 23. The effect display device 25 can execute an effect (hereinafter referred to as a display effect) of displaying a predetermined image as one of the effects.

[0020] The gaming machine 10 includes a first start port 26 as a start port. The first start port 26 is located below the center frame 23 in the game area 21. The first start port 26 is always open so that a game ball can be entered. The gaming machine 10 includes a first start sensor SE1 (shown in FIG. 5) that detects a game ball that has entered the first start port 26. For example, a ball passage that guides an entered game ball to the back side of the game board २० (discharges it from the game area २१ to the outside) is continuously provided at the first start port २६, and the first start sensor SE1 is disposed in the ball passage. In the gaming machine 10, when a game ball is detected by the first start sensor SE1, the start condition of the first special game can be satisfied, and the condition for paying out a prize ball is satisfied.

[0021] The gaming machine 10 is equipped with a second start port 27 as a start port. The second start port 27 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a second start sensor SE2 (shown in Figure 5) that detects game balls that enter 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 (discharges them from the game area 21 to the outside), and the second start sensor SE2 is installed in this ball passage. In the gaming machine 10, 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. The second start port 27 also has a first variable member 28 as a variable member. The first variable member 28 is operable to an open state in which it is easy or possible to insert a game ball into the second start port 27, and a closed state in which it is difficult or impossible to insert a game ball into the second start port 27. The first variable member 28 operates by receiving power from the first actuator A1 (shown in Figure 5). The first variable member 28 is operated to the open state when a normal winning lottery is won. In the following description, the opening of the first variable member 28 may be referred to as "the second start port 27 is opened," and the closing of the first variable member 28 may be referred to as "the second start port 27 is closed." In the game machine 10, the first start port 26 corresponds to a non-specific start port in which game balls can always be inserted, and the second start port 27 corresponds to a specific start port having a variable member.

[0022] The gaming machine 10 is equipped with a large prize opening 29. The large prize opening 29 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a count sensor SE3 (shown in Figure 5) that detects game balls that enter the large prize opening 29. For example, the large prize opening 29 is connected to a ball passage that guides the entered game balls to the back of the game board 20 (discharges them from the game area 21 to the outside), and the count sensor SE3 is installed in this ball passage. In the gaming machine 10, when a game ball is detected by the count sensor SE3, the conditions for paying out prize balls are met. The large prize opening 29 has a second variable member 30. The second variable member 30 can operate in an open state that allows game balls to enter the large prize opening 29 and a closed state that prevents game balls from entering the large prize opening 29. The second variable member 30 operates by receiving power from the second actuator A2 (shown in Figure 5). The second variable member 30 is opened when a jackpot is won. When the second variable member 30 is open, game balls are allowed to enter the jackpot opening 29. When the second variable member 30 is closed, game balls are not allowed to enter the jackpot opening 29. In the following description, the opening of the second variable member 30 may be referred to as "the jackpot opening 29 is opened," and the closing of the second variable member 30 may be referred to as "the jackpot opening 29 is closed."

[0023] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the right of the center frame 23 in the gaming area 21. The gate 31 has an opening that is kept open at all times to allow game balls to enter. A gate sensor SE4 (shown in Figure 5) is installed at the gate opening to detect game balls entering and passing through. When a game ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met.

[0024] The gaming machine 10 is equipped with a first general prize entry point 32 and a second general prize entry point 33 as general prize entry points. The first general prize entry point 32 is located in the lower left of the center frame 23 within the game area 21. The second general prize entry point 33 is located in the lower right of the center frame 23 within the game area 21. The gaming machine 10 is equipped with a first general prize entry sensor SE5 (shown in Figure 5) that detects game balls that enter the first general prize entry point 32. For example, the first general prize entry point 32 is connected to a ball passage that guides the entered game ball to the back of the game board 20 (discharges it from the game area 21 to the outside), and the first general prize entry sensor SE5 is installed in that ball passage. In the gaming machine 10, when a game ball is detected by the first general prize entry sensor SE5, the conditions for paying out prize balls are met. The gaming machine 10 is equipped with a second general prize sensor SE6 (shown in Figure 5) that detects game balls that enter the second general prize slot 33. For example, the second general prize slot 33 is connected to a ball passage that guides the entered game balls to the back of the game board 20 (discharges them from the game area 21 to the outside), and the second general prize sensor SE6 is installed in this ball passage. In the gaming machine 10, when a game ball is detected by the second general prize sensor SE6, the conditions for paying out prize balls are met. The general prize slot is also called a normal prize slot.

[0025] The gaming machine 10 is equipped with an outlet 34. In this embodiment, game balls that do not enter any of the starting ports 26, 27, the big prize port 29, or the general prize ports 32, 33 are discharged out of the machine through the outlet 34 (discharged to the outside from the game area 21). 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.

[0026] 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. The multiple paths include 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 R1a, and the area located to the right of the center line CL will be referred to as the right area R2a. The path flowing down in the left area R1a corresponds to the first path R1, and the path flowing down in the right area R2a corresponds to the second path R2. In this embodiment, the left region R1a corresponds to the first region, and the right region R2a corresponds to the second region.

[0027] By operating the launch handle 16 to adjust the launch strength of the game ball, the player can launch the game ball into the left area R1a and the right area R2a, and guide the game ball into the start openings 26, 27, the big prize opening 29, the gate 31, and the general prize openings 32, 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 down into the left area R1a and has the potential to enter either the first start opening 26 or the first general prize opening 32. 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 down into the right area R2a and has the potential to enter either the second start opening 27, the big prize opening 29, the gate 31, or the second general prize opening 33. Specifically, the first path R1 has a first starting opening 26 and a first general prize opening 32, and the second path R2 has a second starting opening 27, a large prize opening 29, a gate 31, and a second general prize opening 33. In other words, the left area R1a is provided with the first starting opening 26 and the first general prize opening 32, and the right area R2a is provided with the second starting opening 27, a large prize opening 29, a gate 31, and a second general prize opening 33. When the game ball flows down the first path R1, the probability of it entering the second starting opening 27, the large prize opening 29, the gate 31, and the second general prize opening 33 is lower than 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 and the first general prize opening 32 is lower than when it flows down the first path R1. In this specification, launching a game ball so that it flows down the first path R1 may be referred to as "left-handed launch," and launching a game ball so that it flows down the second path R2 may be referred to as "right-handed launch."

[0028] 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 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 change state)," and the low-probability state is a "non-probability fluctuation state (non-probability change state)." Hereafter, the high-probability state will be referred to as the "probability change state," and the low-probability state as the "non-probability change state."

[0029] Furthermore, the gaming machine 10 has two game states, a low-open state and a high-open state, which differ in the ratio of the number of prize balls to the number of game balls launched. In the gaming machine 10, the probability of a game ball entering the second start port 27 differs between the low-open state and the high-open state. The high-open state is a game state in which the probability of a game ball entering the second start port 27 is higher and the probability of a game ball entering the second start port 27 is higher compared to the low-open state. The high-open state is a so-called "electric support state," and the low-open state is a "non-electric support state." Incidentally, the low-open state and the high-open state differ in the ratio of the number of prize balls to the number of game balls launched.

[0030] The high-open state can be achieved, for example, by performing one control arbitrarily selected from the three controls described below (the first to third controls), 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-open 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-open 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-open 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-open 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-open state. Furthermore, the high-open 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 the special game (for example, the average variation time) easier to shorten than when the opening state is low. When the special symbol variation time reduction control is performed, the high opening state becomes a so-called "variation time reduction state (shortened variation state)".

[0031] In the gaming machine 10, even in the low-open state, the first variable member 28 may be in the open state, so there is a possibility that a game ball may enter the second start opening 27 even in the low-open state. However, in the low-open state, the machine may be configured such that, for example, the normal winning lottery is not won, so that the first variable member 28 does not open in the low-open state and a game ball does not enter the second start opening 27. Alternatively, in the low-open state, the machine may be configured such that, for example, the normal winning lottery is not won, the first variable member 28 does not open, so that a game ball does not enter the second start opening 27. When configured as described above, the low-open state can be said to be a state in which a game ball cannot enter the second start opening 27. In contrast, the high-open state can be said to be a state in which a game ball can enter the second start opening 27.

[0032] In the gaming machine 10, there are two high-opening states: a first high-opening state and a second high-opening state. The second high-opening state offers a higher advantage for game balls to enter the second starting port 27 compared to the first high-opening state. To increase the advantage for game balls to enter the second starting port 27 in the second high-opening state compared to the advantage for game balls to enter the second starting port 27 in the first high-opening state, this can be achieved by performing one of the three controls described above (first to third controls), or by combining multiple controls. Furthermore, to increase the advantage for game balls to enter the second starting port 27 in the second high-opening state compared to the advantage for game balls to enter the second starting port 27 in the first high-opening state, this can also be achieved by combining the fourth control described above.

[0033] Furthermore, in the gaming machine 10, the second high-open state has a longer total opening time for the first variable member 28 during one normal win compared to the first high-open state. Specifically, the total opening time of the first variable member 28 during one normal win when in the second high-open state is the time (for example, 3 seconds) during which it is easy to insert a game ball into the second start port 27. On the other hand, the total opening time of the first variable member 28 during one normal win when in the first high-open state is the time (for example, 0.028 seconds) during which it is not easy to insert a game ball into the second start port 27. In addition, the second high-open state has a shorter variation time for one normal game compared to the first high-open state. For these reasons, in the gaming machine 10, when in the second high-open state, it is easier to insert a game ball into the second start port 27, right-handed play is recommended, and the second special game is mainly performed. In contrast, in the gaming machine 10, when the first high-open state is reached, it is difficult for the game ball to enter the second start port 27, and left-handed play is recommended, with the first special game being mainly performed. Incidentally, in the gaming machine 10, when the low-open state is reached, it is difficult for the game ball to enter the second start port 27, and left-handed play is recommended, with the first special game being mainly performed.

[0034] As described above, the gaming machine 10 is configured to recommend shooting to the left, that is, launching the game balls into the left-side area R1a, when it is in a low-open state. The gaming machine 10 is configured to recommend shooting to the left, that is, launching the game balls into the left-side area R1a, when it is in a first high-open state. The gaming machine 10 is configured to recommend shooting to the right, that is, launching the game balls into the right-side area R2a, when it is in a second high-open state. Note that recommending to shoot to the left can also be said to recommend sending the game balls down into the left-side area R1a. Similarly, recommending to shoot to the right can also be said to recommend sending the game balls down into the right-side area R2a. Furthermore, in the gaming machine 10, the second special game is mainly executed when it is in a second high-open state, while the first special game is mainly executed when it is in a first high-open state.

[0035] In the gaming machine 10, there are two types of second high-open states: a specific second high-open state and a non-specific second high-open state. The specific second high-open state refers to the second high-open state that is controlled when a jackpot is won. As will be explained in detail later, the non-specific second high-open state refers to the second high-open state that is controlled when a chance symbol is displayed as a confirmed stop. In the gaming machine 10, the specific second high-open state and the non-specific second high-open state have the same total opening time of the first variable member 28 in one normal jackpot game. In the gaming machine 10, the specific second high-open state and the non-specific second high-open state have the same variation time of one normal game. In the gaming machine 10, the specific second high-open state and the non-specific second high-open state have the same normal jackpot probability. Thus, in the gaming machine 10, the non-specific second high-open state may be controlled when a chance symbol is displayed as a confirmed stop. Incidentally, although details will be described later, the first high-open state may be controlled when a chance symbol is displayed as a confirmed stop.

[0036] There are several types of controllable game states in the gaming machine 10. Specifically, the game states include the normal game state, the effective normal game state, the low probability time-saving state after a big win, the high probability time-saving state after a big win, and the specific trigger time-saving state. The normal game state is a non-probability state and is a low-open state. The effective normal game state is a non-probability state and is a first high-open state. The low probability time-saving state after a big win is a non-probability state and is a specific second high-open state. The high probability time-saving state after a big win is a probability state and is a specific second high-open state. In the following explanation, the low probability time-saving state after a big win and the high probability time-saving state after a big win may be collectively referred to as the "time-saving state after a big win." The specific trigger time-saving state is a non-probability state and is a non-specific second high-open state.

[0037] In the gaming machine 10, during the special trigger time-saving state controlled to the second high-open state, the number of game balls held by the player is less likely to decrease. Therefore, when in the special trigger time-saving state, there is a high incentive to continue playing, and it is a game state in which players are expected to continue playing. Not limited to the special trigger time-saving state, when in the post-jackpot time-saving state controlled to the second high-open state, there is a high incentive to continue playing, and it is a game state in which players are expected to continue playing, similar to the special trigger time-saving state. On the other hand, in the effectively normal game state controlled to the first high-open state, the number of game balls held by the player is more likely to decrease. Incidentally, in the gaming machine 10, the degree of decrease in game balls when launching game balls and playing in the effectively normal game state is more favorable than the degree of decrease in game balls when launching game balls and playing in the normal game state, but is approximately the same. Therefore, in the gaming machine 10, although it is controlled to a high-open state when it is essentially in a normal game state, there is not as much benefit in continuing to play as when it is in a second high-open state.

[0038] As mentioned above, when the second high-open state is active, it is recommended to shoot to the right. On the other hand, when the first high-open state is active, it is recommended to shoot to the left. Similarly, when the low-open state is active, it is recommended to shoot to the left. Therefore, when the game is in a normal state, it is recommended to shoot to the left. When the game is essentially in a normal state, it is recommended to shoot to the left. Also, when the game is in a special trigger time-saving state, it is recommended to shoot to the right. Also, when the game is in a post-jackpot time-saving state, it is recommended to shoot to the right.

[0039] Incidentally, the first starting port 26 is always open so that game balls can be inserted into it. For this reason, unlike the second starting port 27, the advantage of game balls entering the first starting port 26 does not change depending on the game state. In other words, the advantage of game balls entering the first starting port 26 is the same regardless of which of the multiple game states is in effect. Therefore, regardless of whether the game state is normal, effectively normal, specific trigger time-saving state, or post-jackpot time-saving state, the advantage of game balls entering the first starting port 26 in the left region R1a is the same.

[0040] 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 are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a defined type of jackpot. Specifically, the first jackpot symbol is designated for the first jackpot, and the second jackpot symbol is designated for the second jackpot. In the following explanation, a jackpot game based on the first jackpot will be referred to as the "first jackpot game," and a jackpot game based on the second jackpot will be referred to as the "second jackpot game." Thus, there are multiple types of jackpot games that can be awarded in the gaming machine 10.

[0041] In a jackpot game, an opening sequence is performed for a predetermined period to announce the start of the jackpot game. After the opening sequence ends, a round game takes place in which the large prize slot 29 is opened. The round game is played for a predetermined maximum number of rounds. In one round game, the large prize slot 29 remains open until the first round ends (when a predetermined maximum number of game balls enter) or the second round ends (when a predetermined maximum time has elapsed). A round sequence is performed during the round game. Finally, in a jackpot game, when the last round of the game ends, an ending sequence is performed for a predetermined period to announce the end of the jackpot game. The jackpot game ends when the ending sequence concludes.

[0042] Each jackpot has a predetermined number of rounds of gameplay. Specifically, the first jackpot has "10" rounds of gameplay. The second jackpot has "3" rounds of gameplay. Each jackpot also has a predetermined game state after the jackpot game ends. Specifically, the first jackpot is controlled to a probability variation state after the jackpot game ends. On the other hand, the second jackpot is controlled to a non-probability variation state after the jackpot game ends. Furthermore, both the first and second jackpots are controlled to a specific second high-open state after the jackpot game ends. In particular, the first and second jackpots have a predetermined period during which they are controlled to a specific second high-open state after the jackpot game ends. For example, for the first jackpot, regardless of the game state at the time of the jackpot, it is stipulated that the game will be controlled to a specific second high-open state from the end of the jackpot game until the next jackpot game is awarded. On the other hand, for the second jackpot, regardless of the game state at the time of the jackpot, it is stipulated that the game will be controlled to a specific second high-open state even if no jackpot game is awarded, at least from the end of the jackpot game until 100 special games have finished.

[0043] Next, we will explain the chance symbols in the gaming machine 10. In the gaming machine 10, if a chance symbol is displayed as a confirmed stop during a special game while the game is in a normal game state, the game state may be controlled to a different state from the controlled normal game state as a result of the confirmed stop display of the chance symbol. On the other hand, in the gaming machine 10, if a chance symbol is displayed as a confirmed stop during a special game while the game state is other than the normal game state, the game state will not be controlled to a different state from the controlled game state as a result of the confirmed stop display of the chance symbol. Specifically, in the gaming machine 10, even if a chance symbol is displayed as a confirmed stop during a special game while the game state is other than the normal game state, the game state will not be changed as a result of the confirmed stop display of the chance symbol. For example, in the gaming machine 10, even if a chance symbol is displayed as a confirmed stop while the game is essentially in a normal game state, the game state will not be controlled to a state other than the essentially normal game state as a result of the confirmed stop display of the chance symbol.

[0044] As mentioned above, the chance symbols in this embodiment include a first chance symbol and a second chance symbol. In the gaming machine 10, the game state controlled afterward differs depending on the type of chance symbol that is displayed as a confirmed stop in the special game when the game is in the normal game state. Specifically, in the gaming machine 10, if the first chance symbol is displayed as a confirmed stop in the special game when the game is in the normal game state, the game is controlled to a specific trigger time-saving state as a result of the confirmed stop display of the first chance symbol. On the other hand, in the gaming machine 10, if the second chance symbol is displayed as a confirmed stop in the special game when the game is in the normal game state, the game is controlled to essentially a normal game state as a result of the confirmed stop display of the second chance symbol.

[0045] One of the display effects that the display device 25 in this embodiment can execute is a display effect pattern variation game (hereinafter referred to as a display effect game) in which display effect patterns (hereinafter referred to as display effect patterns) are displayed in multiple columns in a variable manner, and finally a combination of display effect patterns is fixed and stopped. The display effect game is executed by the variation of display effect patterns in multiple columns. Display effect patterns are patterns that are decorated with characters, patterns, etc., and are used to diversify the display effect; they are also called "decorative patterns" or "ornamental patterns". In this embodiment, the display effect game is performed by displaying the first, second, and third columns of patterns in a vertical variable manner (scroll display). The display effect pattern in the first column is the first pattern, the display effect pattern in the second column is the second pattern, and the display effect pattern in the third column is the third pattern. 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" as the "middle column" and the "second symbol" as the "middle symbol," and the "third column" as the "right column" and the "third symbol" as the "right symbol." In each column, as a rule, symbols resembling the numbers "1" through "8" will be displayed in a predetermined order.

[0046] The performance game is played in conjunction with the special game. Specifically, the performance game starts when the special game begins and ends when the special game ends. In this way, the gaming machine 10 is configured to be playable during the execution of the special game. In the performance game, combinations of performance symbols corresponding to the special symbols that were displayed as confirmed stops in the special game are displayed as confirmed stops. If a winning symbol is displayed as confirmed stops in the special game, the winning symbol resulting from the performance symbols is displayed as confirmed stops in the performance game. For example, a winning symbol resulting from the performance symbols is a combination of symbols where all rows of performance symbols are the same, such as "777". Also, if a losing symbol is displayed as confirmed stops in the special game, the non-winning symbol resulting from the performance symbols is displayed as confirmed stops in the performance game. Similarly, if a chance symbol is displayed as confirmed stops in the special game, the non-winning symbol resulting from the performance symbols is displayed as confirmed stops in the performance game. For example, non-winning symbols in the performance symbols are combinations of symbols where at least some of the performance symbols in a given row are different from the performance symbols in other rows, such as "323", "112", or "426". For example, when a chance symbol is displayed as a confirmed stop in a special game while in normal gameplay, the combination of performance symbols displayed as a confirmed stop in the performance game may be different from the combination of performance symbols displayed as a confirmed stop in a special game while in a game state other than normal gameplay. In addition, the combination of performance symbols displayed as a confirmed stop in the performance game when a losing symbol is displayed as a confirmed stop in a special game, and the combination of performance symbols displayed as a confirmed stop in the performance game when a chance symbol is displayed as a confirmed stop in a special game, may be partially or entirely the same, or entirely different. Note that in the performance game, the performance symbols are displayed as temporarily stopped before being displayed as a confirmed stop. In this specification, "temporarily stopped display" means, for example, a state that indicates that the symbols may be displayed as fluctuating symbols again, such as a "shaking fluctuation state", or a state that indicates that it is different from a confirmed stop display.

[0047] In a game with special effects, a "reach" may be formed, and a reach effect may be performed. In this embodiment, a reach is formed when a special effect symbol resembling the same number is temporarily stopped and displayed in a specific column (the left column and the right column in this embodiment), and the special effect symbol in a different column (the middle column in this embodiment) continues to change and display. There may be multiple types of reach effects, for example, in which the characters that appear or the actions of the special effect symbols differ. For example, there may be a normal reach effect and a super reach effect that is performed after the start of the normal reach effect.

[0048] The gaming machine 10 is configured to execute various performance modes. There are multiple types of performance modes. The gaming machine 10 is controlled to one of these multiple types of performance modes. Performance modes are also called performance states. In each performance mode, mode identification information is displayed that identifies the controlled performance mode, that is, the performance mode currently in place. For example, in the gaming machine 10, a different background image is displayed on the performance display device 25 for each type of performance mode, and mode identification information is displayed. For example, in the gaming machine 10, a decorative lamp 17 lights up with a different light color for each type of performance mode, and mode identification information is displayed. For example, in the gaming machine 10, different background music is output from the speaker 18 for each type of performance mode, and mode identification information is displayed.

[0049] As shown in Figure 3, the game machine 10 has three performance modes: a normal performance mode, a first time-saving performance mode, and a second time-saving performance mode. The normal performance mode is controlled when the game is in a normal game state. Furthermore, the normal performance mode is controlled when the game is effectively in a normal game state. For example, in the normal performance mode, if the game is in a normal game state and the second chance symbol is displayed as a confirmed stop during a special game, triggering a return to the effectively normal game state (shown as "normal game state + second chance symbol" in Figure 3), the game will continue to be controlled in the normal performance mode. Additionally, although not shown in the diagram, in the normal performance mode, even if a chance symbol is displayed as a confirmed stop during a special game while the game is effectively in a normal game state, the game will continue to be controlled in the normal performance mode, regardless of whether the chance symbol is the first or second chance symbol. Also, although not shown in the diagram, if the game is in the normal performance mode and the effectively normal game state ends without a jackpot being won, the game will be controlled to the normal game state, but will continue to be controlled in the normal performance mode. In the game machine 10, it can be determined that left-handed play is recommended when the game is in the normal performance mode. For example, in the gaming machine 10, if a background image that identifies the normal performance mode is displayed on the performance display device 25, it is possible to determine that it is recommended to launch the game ball into the left-side area R1a. That is, when a display performance that shows a background image that identifies the normal performance mode is being executed, it is possible to determine that it is recommended to launch the game ball into the left-side area R1a. Note that there may be multiple types of normal performance modes. For example, the type of normal performance mode may differ between when the game is in a normal game state and when it is effectively in a normal game state.

[0050] The first time-saving performance mode is controlled when the game is in a post-jackpot time-saving state. For example, if the game is controlled to a post-jackpot time-saving state after a jackpot has ended, the game is controlled to the first time-saving performance mode. Also, if the second high-open state ends without a jackpot being won while in the first time-saving performance mode (shown as "End of Second High-Open State" in Figure 3), the game is controlled to the normal performance mode. In the game machine 10, it can be determined that shooting to the right is recommended when the game is in the first time-saving performance mode. For example, in the game machine 10, if a background image that identifies the first time-saving performance mode is displayed on the performance display device 25, it can be determined that shooting to the right, that is, shooting the game balls into the right-side area R2a, is recommended. In other words, when a display performance that shows a background image that identifies the first time-saving performance mode is being executed, it can be determined that shooting the game balls into the right-side area R2a is recommended. Note that there may be multiple types of first time-saving performance modes. For example, even in a time-saving state after a big win, the type of first time-saving performance mode may differ depending on whether it is a low-probability time-saving state after a big win or a high-probability time-saving state after a big win.

[0051] The second time-saving performance mode is controlled when a specific trigger time-saving state is in place. For example, in the normal performance mode, if the first chance symbol is displayed as a confirmed stop during a special game while in the normal game state, the game is controlled to a specific trigger time-saving state (shown as "Normal game state + First chance symbol" in Figure 3), then the game is controlled to the second time-saving performance mode. Also, if the second high-open state ends without a jackpot being won while in the second time-saving performance mode (shown as "End of second high-open state" in Figure 3), the game is controlled to the normal performance mode. In the game machine 10, it can be determined that shooting to the right is recommended when in the second time-saving performance mode. That is, when a display performance showing a background image that identifies the second time-saving performance mode is being executed, it can be determined that it is recommended to shoot the game balls into the right-side area R2a. For example, in the gaming machine 10, if a background image that can identify the second time-saving performance mode is displayed on the performance display device 25, it is possible to determine that shooting to the right, that is, launching the game ball into the right-side area R2a, is recommended. Note that there may be multiple types of second time-saving performance modes. For example, the type of second time-saving performance mode may differ depending on the number of times the variable game has been played since the game was controlled to a specific trigger time-saving state.

[0052] In the gaming machine 10, a right-hand shooting notification effect is executed on the effect display device 25 as an effect related to the launch strength of the game balls. The right-hand shooting notification effect corresponds to an effect that encourages shooting to the right. The right-hand shooting notification effect corresponds to an effect that notifies that shooting to the right, that is, launching the game balls into the right-side area R2a, is recommended. In other words, the right-hand shooting notification effect corresponds to an effect that notifies that launching the game balls into the second area is recommended.

[0053] As shown in Figure 4, for example, in the gaming machine 10, an image RY resembling a rightward arrow and the text information RM "Right-handed play" are displayed on the performance display device 25, and a right-handed play notification performance is executed. The right-handed play notification performance is executed in situations where right-handed play is recommended. For example, the right-handed play notification performance is executed when the second high-open state is reached. For example, the right-handed play notification performance is executed when a jackpot game is awarded. The right-handed play notification performance may be configured to continue running until the termination condition for the right-handed play notification performance is met. The termination condition for the right-handed play notification performance may be met, for example, when a predetermined performance time has elapsed, or when the situation switches to one where left-handed play is recommended.

[0054] Next, the electrical configuration of the gaming machine 10 will be explained. As shown in Figure 5, the gaming machine 10 includes a main board 40. The main board 40 performs predetermined processing and outputs control signals, such as control commands, which are an example of control information, according to the results of said processing. The gaming machine 10 also includes a sub-board 50. The main board 40 and the sub-board 50 are connected so that control signals can be output in one direction from the main board 40 to the sub-board 50. The sub-board 50 executes predetermined processing based on the control signals input from the main board 40. The gaming machine 10 also includes a power supply unit 60.

[0055] The main board 40 will be explained in detail. The main board 40 includes a main CPU 41, a main ROM 42, a main RWM 43, and a clear switch 44. The main CPU 41 executes various processes by executing the main control program. The main ROM 42 stores the main control program. The main ROM 42 stores judgment values ​​and tables used for various judgments and lotteries. For example, the main ROM 42 stores the jackpot judgment values ​​used for the jackpot lottery. There are jackpot judgment values ​​used for the jackpot lottery when the game is in a probability variation state and jackpot judgment values ​​used for the jackpot lottery when the game is not in a probability variation state. The jackpot judgment values ​​used for the jackpot lottery when the game is in a probability variation state and the jackpot judgment values ​​used for the jackpot lottery when the game is not in a probability variation state may have some identical values ​​or may have all different values. The main ROM 42 stores chance judgment values ​​used for the chance lottery. The main ROM 42 stores performance judgment values ​​used for the performance lottery. The performance lottery is a lottery that determines whether to perform a reach performance if the big win lottery is not won, and is equivalent to the reach lottery.

[0056] Furthermore, the main ROM 42 stores multiple types of variation patterns. These multiple types of variation patterns are associated with the 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. For this reason, 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.

[0057] The variation patterns include, for example, jackpot variation patterns, non-jackpot variation patterns, and chance variation patterns. Jackpot variation patterns are associated with gameplay content that involves a reach sequence followed by a confirmed jackpot symbol display. Non-jackpot variation patterns include non-jackpot no-reach variation patterns and non-jackpot with-reach variation patterns. Non-jackpot no-reach variation patterns are associated with gameplay content that involves a non-jackpot symbol display without a reach sequence followed by a confirmed jackpot symbol display. Non-jackpot with-reach variation patterns are associated with gameplay content that involves a reach sequence followed by a confirmed jackpot symbol display. Chance variation patterns include first chance variation patterns and second chance variation patterns. The first chance variation pattern involves an animation sequence that allows for the determination of being controlled to the second time-saving animation mode after a predetermined chance animation sequence, and ultimately displays a non-winning symbol as the animation symbol. The second chance variation pattern involves an animation sequence that allows for the determination of not being controlled to the second time-saving animation mode after a predetermined chance animation sequence, and ultimately displays a non-winning symbol as the animation symbol.

[0058] 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.

[0059] The main board 40 is connected to a first start sensor SE1, a second start sensor SE2, a count sensor SE3, a gate sensor SE4, a first general prize sensor SE5, and a second general prize sensor SE6. The main CPU 41 is configured to receive detection signals output by the various sensors SE1 to SE6 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 and a second actuator A2 are also connected to the main board 40. The main CPU 41 can control the operation of the first actuator A1 and the second actuator A2 via a drive circuit (not shown).

[0060] 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 sub-control program. 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.

[0061] 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.

[0062] 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). In this embodiment, one or more of the performance devices among the decorative lamp 17, speaker 18, and performance display device 25 function as performance execution means capable of executing performances. Furthermore, in this embodiment, the sub-CPU 51 controls some or all of the performance devices among the decorative lamp 17, speaker 18, and performance display device 25 that act as performance execution means, thereby realizing the function of a performance control means capable of controlling the performance execution means. In addition, in this embodiment, the sub-CPU 51 controls the decorative lamp 17 as a light-emitting means, thereby realizing the function of a light-emitting control means that controls the light-emitting means. In this embodiment, the sub-CPU 51 controls the speaker 18 as a sound output means, thereby realizing the function of a sound output control means that controls the sound output means. In this embodiment, the sub-CPU 51 controls the performance display device 25 as a display means, thereby realizing the function of a display control means that controls the display means.

[0063] Next, we will describe the power supply unit 60. The power supply unit 60 converts the power voltage supplied from an external power source such as a gaming arcade into a predetermined power voltage, and then converts the converted power voltage into the power voltage to be supplied to each circuit board 40, 50. The power supply unit 60 is equipped with a power switch 61. The power switch 61 can be switched to either an ON state or an OFF state, and maintains the switched state. In order to start the gaming machine 10, the power switch 61 is operated to the ON state and power supply from the external power source is started, or the power switch 61 is operated from the OFF state to the ON state while power is being supplied from the external power source.

[0064] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RWM 43 even after the power supply has been cut off. The main RWM 43 can retain its stored contents even after the power supply has been cut off, because it receives power from the backup power supply 62. For example, the main RWM 43 may be configured as a non-volatile memory that can retain its stored contents even when the power supply is cut off, so that it can retain the stored information even after the power supply has been cut off.

[0065] The gaming machine 10 is equipped with a backup function. The backup function is a function that internally retains (backs up) various information related to game control even when the power supply from an external power source is cut off, and when power supply is restored, it restores game control based on the retained information. In this embodiment, the main board 40 has the backup function, but for example, the sub-board 50 may also have the backup function in the same way as the main board 40. The main RWM 43 is an example of an information storage means that is capable of storing various information and is configured to retain at least some of the stored information even after the power supply is cut off.

[0066] Here, we will explain the various processes performed in the gaming machine 10. First, we will explain the main power outage process that takes place when the power supply is interrupted. If the power supply to the gaming machine 10 is cut off, the main CPU 41 performs backup processing of the main RWM 43. For example, the power supply to the gaming machine 10 may be monitored within the power supply unit 60, and when the power supply to the gaming machine 10 decreases, control information indicating that the power supply to the gaming machine 10 has been cut off may be output to the main CPU 41. This allows the main CPU 41 to understand that the power supply to the gaming machine 10 has been cut off. In the backup processing, the main CPU 41 stores in the main RWM 43 various information, as well as information such as registers and the stack pointer. This ensures that at least some of the information stored in the main RWM 43 is backed up. For example, the information to be backed up includes the base state flag and the probability state flag. For example, the information to be backed up includes the values ​​of various random numbers (random number information). After that, the main CPU 41 waits until the power supply is cut off.

[0067] Next, we will explain the main power-on process and the sub-power-on process that are performed when power supply is initiated. When the main CPU 41 is started by a startup process (boot process) that accompanies the start of power supply, it first executes a main power-on process. In the main power-on process, whether or not the main RWM 43 is initialized (RWM clear) is controlled according to the operation state of the clear switch 44 at the start of power supply. If the clear switch 44 is operated to the ON position, the main CPU 41 executes an initialization process that initializes at least some of the information stored in the main RWM 43. In the initialization process, the main CPU 41 initializes the game information by storing initial information in the area that stores game information among the various types of information in the storage area of ​​the main RWM 43. After completing the initialization process, the main CPU 41 terminates the main power-on process. On the other hand, if the clear switch 44 is in the OFF position, the main CPU 41 does not execute the initialization process, but recovers based on the backed-up contents of the main RWM 43 and terminates the main power-on process. In this embodiment, the initialization process performed when power supply is started corresponds to an initialization process that initializes some of the information stored in the main RWM 43, which is a storage means capable of storing information. In this embodiment, the main CPU 41 performs an initialization process when power supply is initiated, thereby realizing the function of an initialization means that can perform an initialization process when power supply is initiated. When the initialization process is executed, neither special games nor normal games are being played or held, and the game returns to a state that is neither a jackpot game nor a normal jackpot game. In the gaming machine 10, when the initialization process is executed, the game state becomes the normal game state. On the other hand, if the initialization process is not executed, the game returns to the state it was in when the power supply was cut off, based on the backed-up game information.

[0068] When the main power-on process is completed, the main CPU 41 stores predetermined control commands in the output buffer of the sub-board 50 based on the game information stored in the main RWM 43. Specifically, if initialization processing is performed during the main power-on process, the main CPU 41 stores control information (hereinafter referred to as initialization commands) that can identify that initialization processing has been performed in the output buffer. On the other hand, if initialization processing is not performed during the main power-on process, the main CPU 41 stores control information (hereinafter referred to as recovery commands) that can identify that the system will return to the state it was in when the power supply was cut off in the output buffer. For example, if the main CPU 41 recovers during a jackpot game upon the start of power supply, it stores a recovery command in the output buffer that can identify that the system will recover during a jackpot game. The control information (control commands) stored in the output buffer will be output to the sub-board 50 in subsequent timer interrupt processing.

[0069] When the sub-CPU 51 is started by the startup process (boot process) that accompanies the start of power supply, it waits until it receives an initialization command or a recovery command from the main CPU 41. If an initialization command or a recovery command is received, the sub-CPU 51 executes the sub-power-on process. In the sub-power-on process, the initialization (RWM clear) of the sub-RWM 53 is controlled depending on whether an initialization command or a recovery command was received. Specifically, if an initialization command is received, the sub-CPU 51 initializes at least some of the information stored in the sub-RWM 53. For example, the sub-CPU 51 initializes the game information by storing initial information in the area that stores game information among the various types of information in the storage area of ​​the sub-RWM 53, thereby initializing at least some of the information stored in the sub-RWM 53. Furthermore, if an initialization command is received, the sub-CPU 51 controls the speaker 18 so that an initialization notification sound is output that indicates that the initialization process has been executed. If an initialization notification sound is output, the display device 25 may display an image that indicates that the initialization process has been executed. Furthermore, if an initialization command is input to the sub-CPU 51, the system may be configured so that an initialization notification sound is not output, and an image that identifies that the initialization process has been executed is displayed on the performance display device 25. After that, the sub-CPU 51 terminates the sub-power-on process. On the other hand, if a restore command is input, the sub-CPU 51 restores based on the control information output from the main CPU 41 thereafter and terminates the sub-power-on process. If an initialization command is input, the system can be restored to a state where the performance game is not running, and neither the performance during a big win game nor the performance during a normal win game is being executed. On the other hand, if a restore command is input, the system can be restored to the state when the power supply was cut off.

[0070] Next, we will explain the various processes that the main CPU 41 executes based on the main control program. The main CPU 41 performs timer interrupt processing, such as special symbol input processing and special symbol start processing, at predetermined control cycles (for example, 4ms).

[0071] 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.

[0072] 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. Furthermore, the main CPU 41 controls the information display panel 22 to display the updated number of first special reserved balls. The main CPU 41 also 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. If the result of the first hold judgment is positive, the main CPU 41 obtains the random numbers generated in the main board 40, stores the random number information based on the obtained random numbers in the main RWM 43, and terminates the first special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is for the first special game and the order in which the random number information is stored. In the gaming machine 10, by storing the random number information for the first special game in the main RWM 43, the execution of the first special game is suspended until the execution conditions for the first special game are met.

[0073] 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 second 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 second special symbol input process. 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. Furthermore, 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. If the result of the second hold judgment is positive, the main CPU 41 obtains the random numbers generated in the main board 40, stores the random number information based on the obtained random numbers in the main RWM 43, and terminates the second special symbol input process. 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 the gaming machine 10, by storing the random number information for the second special game in the main RWM 43, the execution of the second special game is suspended until the execution conditions for the second special game are met.

[0074] The random number information stored in the main RWM43 during the first special symbol input process and the second special symbol input process may be the acquired random number itself, or it may be information obtained by processing the random number using a predetermined method. The random numbers acquired during the first special symbol input process and the second special symbol input process include, for example, random numbers used for the jackpot lottery (hereinafter referred to as jackpot determination random numbers), random numbers used for determining special symbols (hereinafter referred to as special symbol random numbers), random numbers used for determining the variation pattern (hereinafter referred to as variation pattern determination random numbers), and random numbers used for the performance lottery (hereinafter referred to as performance determination random numbers).

[0075] Next, we will explain the special symbol start process performed by the main CPU 41. The main CPU 41 determines whether the conditions for executing a special game are met (hereinafter referred to as "execution determination"). In the execution determination, the main CPU 41 makes a positive determination if it is not during a jackpot game, not during a special game, and not during a post-stop interval. On the other hand, in the execution determination, the main CPU 41 makes a negative determination if it is during a jackpot game, during a special game, or during a post-stop interval. If the result of the execution determination is negative (the conditions for executing a special game are not met), the main CPU 41 stores control information that identifies it as being in a waiting state (hereinafter referred to as a waiting command) in the output buffer and terminates the special symbol start process. The main CPU 41 does not store the waiting command in the output buffer again, even if the result of the execution determination is negative, until it executes the special game after storing the waiting command in the output buffer.

[0076] On the other hand, if the execution judgment result is positive (the execution conditions for the special game are met), the main CPU 41 determines whether the number of second special reserves stored in the main RWM 43 is 1 or greater. If the number of second special reserves is 1 or greater, the main CPU 41 performs the second special symbol start process related to the execution of the second special game, and then terminates the special symbol start process. On the other hand, if the number of second special reserves is not 1 or greater, the main CPU 41 determines whether the number of first special reserves stored in the main RWM 43 is 1 or greater. If the number of first special reserves is not 1 or greater, the main CPU 41 terminates the special symbol start process. On the other hand, if the number of first special reserves is 1 or greater, the main CPU 41 performs the first special symbol start process related to the execution of the first special game, and then terminates the special symbol start process.

[0077] In the process of starting the first special symbol, 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 also stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads 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 a jackpot lottery based on the read random number information and the jackpot judgment value stored in the main ROM 42. The jackpot judgment value used in the jackpot lottery differs in part depending on whether the game is in a probability variation state or a non-probability variation state. Furthermore, if the jackpot lottery is unsuccessful (i.e., the jackpot lottery is not won), the main CPU 41 performs a chance lottery based on the read random number information and the chance judgment value stored in the main ROM 42. In this embodiment, the random number information used for the chance lottery is the same as the random number information used for the jackpot lottery. Also, the chance judgment value is different from the value set as the jackpot judgment value, even though it is within the range of values ​​that the random number information used in the jackpot lottery and the chance lottery can take. In addition, if the jackpot lottery is unsuccessful, separate from the chance lottery, the main CPU 41 performs a performance lottery based on the value of the performance judgment random number.

[0078] After completing various draws, the main CPU 41 determines the special symbols to be displayed as confirmed stops in the first special game, and the variation pattern for the first special game. Specifically, if the jackpot draw is successful, the main CPU 41 determines the jackpot symbols based on the value of the special symbol random number and determines the jackpot variation pattern based on the value of the variation pattern determination random number.

[0079] When the game is in a normal play state, if the player fails to win the jackpot lottery but wins the chance lottery, the main CPU 41 determines the chance symbols based on the value of the special symbol random number and determines the chance variation pattern based on the value of the variation pattern determination random number. In this case, if the main CPU 41 determines the first chance symbol, it determines the first chance variation pattern based on the value of the variation pattern determination random number. On the other hand, if the main CPU 41 determines the second chance symbol, it determines the second chance variation pattern based on the value of the variation pattern determination random number.

[0080] When not in normal gameplay mode, if the player fails to win the jackpot lottery but wins the chance lottery and the performance lottery, the main CPU 41 determines the chance symbols based on the value of the special symbol random number and determines a non-jackpot reach variation pattern based on the value of the variation pattern determination random number. On the other hand, when not in normal gameplay mode, if the player fails to win the jackpot lottery but wins the chance lottery and the performance lottery, the main CPU 41 determines the chance symbols based on the value of the special symbol random number and determines a non-jackpot reach variation pattern based on the value of the variation pattern determination random number.

[0081] If the player fails to win the jackpot lottery, fails to win the chance lottery, and wins the performance lottery, the main CPU 41 determines a losing symbol and determines a non-jackpot reach variation pattern based on the variation pattern determination random number. On the other hand, if the player fails to win the jackpot lottery, fails to win the chance lottery, and fails to win the performance lottery, the main CPU 41 determines a losing symbol and determines a non-jackpot reach variation pattern based on the variation pattern determination random number. Incidentally, in this embodiment, the chance lottery in the first special symbol start process is guaranteed to result in a win. In other words, the probability of winning the chance lottery in the first special symbol start process is 100%. Therefore, in the gaming machine 10 of this embodiment, it is impossible to fail to win the jackpot lottery and fail to win the chance lottery in the first special symbol start process, that is, to lose. Therefore, in the gaming machine 10, in the first special game, losing symbols are not displayed as confirmed stops. In this embodiment, the main CPU 41 may determine the chance symbol based on the value of the special symbol random number without performing a chance lottery in the first special symbol start process.

[0082] After determining the special symbols and variation patterns, the main CPU 41 stores control information that can identify the determined special symbols (hereinafter referred to as symbol commands) and control information that can identify the variation patterns (hereinafter referred to as variation pattern specification commands) in the output buffer, and terminates the first special symbol start process. In the first special symbol start process, the main CPU 41 stores the variation pattern specification commands corresponding to the first special game in the output buffer.

[0083] 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 also stores a second reserve number command that can identify the updated second special reserve number in the output buffer. Next, the main CPU 41 reads the first stored random number information for the second special game from the main RWM 43. 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 a jackpot lottery based on the read random number information and the jackpot judgment value stored in the main ROM 42. If the jackpot lottery is unsuccessful, the main CPU 41 performs a performance lottery based on the value of the performance judgment random number. In this embodiment, no chance lottery is performed in the second special symbol start process, but it may be configured to perform a chance lottery. In this case, the probability of winning the chance lottery in the second special symbol start process may be lower than the probability of winning the chance lottery in the first special symbol start process (for example, 0%). In other words, a chance lottery may be held in the second special symbol start process, but the system may be configured so that the player does not win the chance lottery.

[0084] After completing various draws, the main CPU 41 determines the special symbols to be displayed as confirmed stops in the second special game, and the variation pattern for the second special game. Specifically, if the jackpot draw is won, the main CPU 41 determines the jackpot symbols based on the value of the special symbol random number and the jackpot variation pattern based on the value of the variation pattern determination random number. If the jackpot draw is not won but the performance draw is won, the main CPU 41 determines the losing symbols and the variation pattern with a non-jackpot reach based on the variation pattern determination random number. On the other hand, if the jackpot draw is not won and the performance draw is not won, the main CPU 41 determines the losing symbols and the variation pattern without a jackpot reach based on the variation pattern determination random number.

[0085] After determining the special symbols and variation patterns, the main CPU 41 stores the symbol commands and variation pattern specification commands in the output buffer and terminates the second special symbol start process. During the second special symbol start process, the main CPU 41 stores the variation pattern specification commands corresponding to the second special game in the output buffer.

[0086] As described above, the main CPU 41 performs a jackpot lottery in the first special symbol start process and the second special symbol start process. In this embodiment, the main CPU 41 performs the jackpot lottery, thereby realizing the function of a jackpot lottery means that performs a jackpot lottery. In the first special symbol start process and the second special symbol start process, the main CPU 41 determines the special symbols to be displayed as confirmed stops in the special game. In this embodiment, the main CPU 41 determines the special symbols, thereby realizing the function of a result determination means that determines the result to be derived in the variable game.

[0087] Then, after the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process to execute the special game. Specifically, the main CPU 41 controls the information display panel 22 so that the special game starts. The main CPU 41 measures the variation time associated with the variation pattern determined in the special symbol start process. Then, 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 symbols determined in the special symbol start process are displayed in a confirmed stop state. Also, when the variation time associated with the variation pattern determined in the special symbol start process has elapsed, the main CPU 41 stores an end command in the output buffer to display the combination of symbols by the performance symbols in a confirmed stop state.

[0088] Furthermore, after the special symbols are displayed as confirmed stop symbols, that is, after the special game ends, the main CPU 41 performs interval processing to set the post-stop interval. The specific details of the interval processing will be explained later. During the post-stop interval, the special symbols that were displayed as confirmed stop symbols upon the end of the special game will continue to be displayed as confirmed stop symbols.

[0089] 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 stop interval 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.

[0090] 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 also measures the opening time. After the opening time has elapsed, the main CPU 41 performs processing to start the round game. Specifically, the main CPU 41 controls the second actuator A2 to open the large prize slot 29 according to the opening pattern set for the jackpot game, and starts the round game. After starting the round game, when the conditions for ending the first round or the second round are met, the main CPU 41 controls the second actuator A2 to close the large prize slot 29, and ends the round game. The main CPU 41 repeats the processing to start the round game until the maximum number of rounds set for the jackpot game have ended. The main CPU 41 also stores a round command in the output buffer each time a round game is started. Finally, when the last round of the game has ended, the main CPU 41 stores an ending command in the output buffer. When the main CPU 41 stores the ending command in the output buffer, it starts timing the ending. Then, when the ending time has elapsed, the main CPU 41 terminates the jackpot game.

[0091] 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 game state control means for controlling the game state.

[0092] When the main CPU 41 controls the system to a non-probability state, it sets a value that identifies the system as being controlled to a non-probability state in the probability state flag. The main CPU 41 also stores control information that identifies the system as being 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 system to a probability state, it sets a value that identifies the system as being controlled to a probability state in the probability state flag. The main CPU 41 also stores control information that identifies the system as being in a probability state (hereinafter referred to as a high-probability state command) in the output buffer.

[0093] When the main CPU 41 controls to a low open state, it sets a value that identifies the control to a low open state in the open state flag stored in the main RWM 43. The main CPU 41 also stores control information that identifies the low open state (hereinafter referred to as the low open state command) in the output buffer. Similarly, when the main CPU 41 controls to a first high open state, it sets a value that identifies the control to a first high open state in the open state flag. The main CPU 41 also stores control information that identifies the first high open state (hereinafter referred to as the first high open state command) in the output buffer. Furthermore, when the main CPU 41 controls to a specific second high open state, it sets a value that identifies the control to a specific second high open state in the open state flag. The main CPU 41 also stores control information that identifies the specific second high open state (hereinafter referred to as the specific second high open state command) in the output buffer. When the main CPU 41 controls to an unspecified second high open state, it sets a value that identifies the control to an unspecified second high open state in the open state flag. Furthermore, the main CPU 41 stores control information that can identify an unspecified second high open state (hereinafter referred to as an unspecified second high open state command) in the output buffer.

[0094] The following describes the specific control processes involved in processing the game state. After the first jackpot game ends, the main CPU 41 sets a value that can identify the probability variation state as the probability state flag. After the first jackpot game ends, the main CPU 41 sets a value that can identify the control to a specific second high-open state as the open state flag. Furthermore, after the first jackpot game ends, the main CPU 41 stores information that can identify the control to a specific second high-open state until the next jackpot game is granted as the first remaining number of times information in the main RWM 43. In this embodiment, the information that can identify the control to a specific second high-open state until the next jackpot game is granted is set to "10,000 times". Furthermore, after the second jackpot game ends, the main CPU 41 sets a value that can identify the non-probability variation state as the probability state flag. Furthermore, after the second jackpot game ends, the main CPU 41 sets a value that can identify the control to a specific second high-open state as the open state flag. Furthermore, after the second jackpot game ends, the main CPU 41 stores "100 times," which corresponds to the maximum number of special games that can be controlled to a specific second high-open state even if a jackpot game is not awarded, in the main RWM 43 as the first remaining number information. If a jackpot game is awarded, the initial value of 0 is set to the first remaining number information, and the first remaining number information is initialized.

[0095] Furthermore, when a specific second high-open state is in place and the number of remaining plays that can be determined from the first remaining plays information is 1 or more, the main CPU 41 updates the first remaining plays information by subtracting 1 from the number of plays that can be determined from the first remaining plays information each time a special game is executed. When the number of plays that can be determined from the first remaining plays information after the subtraction reaches 0, the main CPU 41 sets the open state flag to a value that can be determined to control the system to a low-open state.

[0096] When the game is in a normal play state and the first chance symbol is displayed as a confirmed stop in a special game, the main CPU 41 sets the open state flag to a value that allows it to identify the control to a non-specific second high open state. Furthermore, even if a jackpot game is not awarded, the main CPU 41 stores "800 times," which corresponds to the maximum number of special games that can be controlled to a non-specific second high open state, as the second remaining count information in the main RWM 43. However, even if the first chance symbol is displayed as a confirmed stop in a special game when the game is in a play state other than the normal play state, the main CPU 41 does not set the open state flag to a value that allows it to identify the control to a non-specific second high open state. If a jackpot game is awarded, the second remaining count information is set to its initial value of 0, and the second remaining count information is initialized.

[0097] Furthermore, when the second high open state is not specified, and the number of counts that can be determined from the second remaining count information is 1 or more, the main CPU 41 updates the second remaining count information by subtracting 1 from the number of counts that can be determined from the second remaining count information each time a special game is executed. Then, when the number of counts that can be determined from the second remaining count information after the subtraction reaches 0, the main CPU 41 sets the open state flag to a value that can be determined to control the system to a low open state.

[0098] When the game is in normal play mode, if the second chance symbol is displayed as a confirmed stop in a special game, the main CPU 41 sets a value that allows it to identify the control to the first high-open state in the open state flag. Furthermore, even if a jackpot game is not awarded, the main CPU 41 stores "800 times," which corresponds to the maximum number of special games that can be controlled to the first high-open state, as the third remaining count information in the main RWM 43. However, even if the second chance symbol is displayed as a confirmed stop in a special game when the game is in a play state other than normal play mode, the main CPU 41 does not set a value that allows it to identify the control to the first high-open state in the open state flag. If a jackpot game is awarded, the third remaining count information is set to its initial value of 0, and the third remaining count information is initialized.

[0099] Furthermore, when the first high-open state is in effect and the number of remaining turns that can be determined from the third remaining turns information is 1 or more, the main CPU 41 updates the third remaining turns information by subtracting 1 from the number of turns that can be determined from the third remaining turns information each time a special game is executed. When the number of turns that can be determined from the third remaining turns information after the subtraction reaches 0, the main CPU 41 sets the open state flag to a value that can be determined to control the system to a low-open state.

[0100] In this embodiment, when a chance symbol is displayed as a confirmed stop during a special game, processing is performed to determine whether to switch the game state based on the confirmed stop of the chance symbol, and then various remaining count information is updated. For example, even if a chance symbol is displayed as a confirmed stop during the final special game in the actual normal game state, that is, the 800th special game since being controlled to the actual normal game state, the game will not be controlled to the actual normal game state or the specific trigger time-saving state based on the confirmed stop of the chance symbol. Similarly, even if a chance symbol is displayed as a confirmed stop during the final special game in the specific trigger time-saving state, that is, the 800th special game since being controlled to the specific trigger time-saving state, the game will not be controlled to the actual normal game state or the specific trigger time-saving state based on the confirmed stop of the chance symbol.

[0101] Incidentally, when a jackpot is awarded, the main CPU 41 sets a value that can identify the control to a non-probability state in the probability state flag, and sets a value that can identify the control to a low-open state in the open state flag. Furthermore, the main CPU 41 stores the low-probability state command in the output buffer, and also stores the low-open state command in the output buffer. In this way, when a jackpot is awarded in the gaming machine 10, it is controlled to the normal game state. However, in this specification, when it is controlled to the normal game state, it means, in principle, when it is controlled to the normal game state except when a jackpot is awarded.

[0102] Furthermore, the main CPU 41 controls the right-hand shooting lamp 22g to light up when the game is in a time-saving state after a big win. The main CPU 41 controls the right-hand shooting lamp 22g to light up when the game is in a time-saving state triggered by a specific event. The main CPU 41 does not light up the right-hand shooting lamp 22g when the game is essentially in a normal game state. As a result of not lighting up the right-hand shooting lamp 22g, the right-hand shooting lamp 22g is turned off. The main CPU 41 does not light up the right-hand shooting lamp 22g when the game is in a normal game state. However, the main CPU 41 controls the right-hand shooting lamp 22g to light up when a big win game is awarded.

[0103] 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 passed through (entered) gate 31 based on whether it has received a detection signal from gate sensor SE4. If the game ball has not passed through gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the game ball has passed through gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit. If the normal reserve number is not less than the upper limit, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. In this case, the main CPU 41 controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also stores a normal reserve number command that can identify the updated normal reserve number in the output buffer. Next, the main CPU 41 obtains a random number generated in the main board 40 and stores random number information based on the obtained random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is normal game random number information and the storage order of the random number information can be identified. After that, the main CPU 41 terminates the normal symbol input process.

[0104] 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. At this time, the main CPU 41 makes a positive determination if it is neither in a normal game nor a normal win game, and a negative determination if it is in a normal game or a normal win 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. Furthermore, the main CPU 41 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. Next, the main CPU 41 reads the random number information stored first from the random number information for the normal game from the main RWM 43. When the main CPU 41 reads the most recent random number information, it erases the most recently stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win judgment value stored in the main ROM 42. For example, the main CPU 41 performs a normal win lottery according to the game state. Then, based on the results of the normal win lottery, the main CPU 41 determines the normal symbols to be displayed as confirmed stops in the normal game, and the variation time of the normal game. For example, the main CPU 41 determines the variation time of the normal game according to the game state. After that, the main CPU 41 terminates the normal symbol start process.

[0105] 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 and controls the information display panel 22 so that when the variation time determined in the normal symbol start process has elapsed, the normal symbols determined in the normal symbol start process are displayed as confirmed stop symbols. In addition, when the execution of the normal game begins, the main CPU 41 stores control information that identifies the start of the normal game in an output buffer.

[0106] Next, we will explain the normal processing performed by the main CPU 41. If the normal winning lottery is won, the main CPU 41 determines the opening pattern of the second start port 27 when the normal game ends. At this time, the main CPU 41 determines the opening pattern of the second start port 27 according to the game state. For example, when the main CPU 41 is in a low open state, it determines an opening pattern that keeps the second start port 27 open for 0.024 seconds. Also, when the main CPU 41 is in a first high open state, it determines an opening pattern that keeps the second start port 27 open for 0.028 seconds. Also, when the main CPU 41 is in a second high open state, it determines an opening pattern that keeps the second start port 27 open for 3 seconds. After determining the opening pattern, the main CPU 41 controls the first actuator A1 so that the second start port 27 is opened according to the determined opening pattern. Furthermore, even while the second starting port 27 is being opened according to the opening pattern, the main CPU 41 will terminate the normal winning game if a predetermined maximum number of game balls enter the second starting port 27 after granting a normal winning game.

[0107] Next, we will explain the various processes that the sub-CPU 51 executes based on the control program. When the sub-CPU 51 receives a low probability state command, it sets the sub-probability state flag to a value that identifies it as a non-probability state. When the sub-CPU 51 receives a high probability state command, it sets the sub-probability state flag to a value that identifies it as a probability state. Also, when the sub-CPU 51 receives a low open state command, it sets the sub-open state flag to a value that identifies it as a low open state. When the sub-CPU 51 receives a first high open state command, it sets the sub-open state flag to a value that identifies it as a first high open state. When the sub-CPU 51 receives a specific second high open state command, it sets the sub-open state flag to a value that identifies it as a specific second high open state. When the sub-CPU 51 receives an unspecified second high open state command, it sets the sub-open state flag to a value that identifies it as an unspecified second high open state. The sub-probability state flag and sub-open state flag are stored in the sub-RWM 53.

[0108] 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 during a jackpot game. 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 vary depending on the type of jackpot.

[0109] The sub-CPU 51 controls the performance display device 25 so that the performance game is played. Specifically, when the sub-CPU 51 receives a symbol command and a variation pattern specification command, it controls the execution of the performance game. Based on the variation pattern specification command and the symbol command, the sub-CPU 51 determines the symbol combination of performance symbols that will be displayed as the final confirmed stop in the performance game. Specifically, when a jackpot variation pattern is identified from the variation pattern specification command, the sub-CPU 51 determines the jackpot symbols based on the performance symbols. Also, when a non-jackpot variation pattern is identified from the variation pattern specification command, the sub-CPU 51 determines the non-jackpot symbols based on the performance symbols. For example, when the sub-CPU 51 identifies a non-jackpot variation pattern with a reach from the input variation pattern specification command, it determines the non-jackpot symbols based on performance symbols that include a reach. On the other hand, when the sub-CPU 51 identifies a non-jackpot variation pattern without a reach from the input variation pattern specification command, it determines the non-jackpot symbols based on performance symbols that do not include a reach. Furthermore, when the first chance variation pattern is identified from the variation pattern specification command, the sub-CPU 51 determines the non-winning symbols based on the performance symbols. Also, when the second chance variation pattern is identified from the variation pattern specification command, the sub-CPU 51 determines the non-winning symbols based on the performance symbols. The non-winning symbols based on the performance symbols may differ between the case where the first chance variation pattern is identified from the variation pattern specification command and the case where the second chance variation pattern is identified from the variation pattern specification command.

[0110] Furthermore, when a variation pattern specification command is input, the sub-CPU 51 controls the performance display device 25 to display the performance symbols in a variation manner. In other words, the sub-CPU 51 starts the performance game. Then, at a predetermined timing, the sub-CPU 51 temporarily pauses and displays the symbol combination made up of the determined performance symbols. After that, triggered by the input of an end command, the sub-CPU 51 confirms and stops displaying the symbol combination made up of the performance symbols. Alternatively, the sub-CPU 51 may measure the variation time that can be determined from the variation pattern, regardless of the end command, and confirm and stops displaying the symbol combination made up of the performance symbols when that variation time has elapsed. In this case, the end command may be omitted. In addition, if the variation pattern that can be determined from the variation pattern specification command is a variation pattern that includes a reach performance, the sub-CPU 51 controls the performance display device 25 to execute the reach performance.

[0111] Furthermore, when a chance variation pattern is identified from a variation pattern specification command, the sub-CPU 51 controls the performance display device 25 so that the performance unfolds according to the type of chance variation pattern, that is, the type of chance symbol. For example, when a first chance variation pattern is identified from a variation pattern specification command, the sub-CPU 51 controls the performance display device 25 so that the performance unfolds in a way that makes it possible to identify that the game will be controlled to the second time-saving performance mode after a predetermined chance performance. In contrast, for example, when a second chance variation pattern is identified from a variation pattern specification command, the sub-CPU 51 controls the performance display device 25 so that the performance unfolds in a way that makes it possible to identify that the game will not be controlled to the second time-saving performance mode after a predetermined chance performance.

[0112] When a standby command is input, the sub-CPU 51 performs control related to the standby state. In controlling the standby state, the sub-CPU 51 alternately performs control related to the first standby state and control related to the second standby state. For example, after performing control related to the first standby state for a predetermined time, the sub-CPU 51 performs control related to the second standby state for the standby animation time, and then performs control related to the first standby state again. In the gaming machine 10, the predetermined time is set to "30 seconds". The standby animation time corresponds to the animation time of the standby animation described later. In the gaming machine 10, the standby animation time is set to "40 seconds". Incidentally, if a variation pattern specification command is input while control related to the standby state is being performed, the sub-CPU 51 stops the control related to the standby state and starts the animation game.

[0113] In the control related to the first standby state, the sub-CPU 51 controls the performance display device 25 so that the combination of symbols formed by the performance symbols is temporarily paused and displayed. In the control related to the second standby state, the sub-CPU 51 controls the performance display device 25 so that the standby performance is executed. The standby performance is also called a demonstration or a customer waiting performance. In the standby performance, for example, a warning about addiction may be executed. When the standby performance is being executed, the combination of symbols formed by the performance symbols is not temporarily paused and displayed on the performance display device 25. After the standby performance ends and the control related to the first standby state is performed, the combination of symbols formed by the performance symbols is once again temporarily paused and displayed on the performance display device 25.

[0114] The sub-CPU 51 controls the performance mode. Specifically, the sub-CPU 51 controls the game to the normal performance mode when the game is in a normal play state. The sub-CPU 51 controls the game to the normal performance mode when the game is essentially in a normal play state. The sub-CPU 51 controls the game to the first time-saving performance mode when the game is in a post-jackpot time-saving state. For example, if the game is controlled to a post-jackpot time-saving state after a jackpot game has ended, the sub-CPU 51 controls the game to the first time-saving performance mode. The sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the performance display device 25 so that mode identification information that can identify the performance mode currently in place is announced. For example, the sub-CPU 51 controls the performance display device 25 so that a background image corresponding to the performance mode currently in place is displayed. For example, the sub-CPU 51 displays a background image that can be displayed in the normal performance mode on the performance display device 25 and controls the game to the normal performance mode. A background image that can be displayed in the normal performance mode can be said to be a background image that can be displayed when the game is in a normal play state. The background images that can be displayed in the normal presentation mode can essentially be considered the background images that can be displayed when the game is in a normal playing state.

[0115] The sub-CPU 51 controls the execution of the right-hand shooting notification effect. Specifically, the sub-CPU 51 controls the effect display device 25 so that the right-hand shooting notification effect is executed when the game is in a time-saving state after a big win. The sub-CPU 51 controls the effect display device 25 so that the right-hand shooting notification effect is executed when the game is in a time-saving state triggered by a specific event. The sub-CPU 51 controls the effect display device 25 so that the right-hand shooting notification effect is executed when a big win game is awarded. In the game machine 10, the sub-CPU 51 executes the right-hand shooting notification effect by displaying the image RY and the text information RM on the effect display device 25.

[0116] Now, let's describe the gameplay of the gaming machine 10 of this embodiment. In the gaming machine 10, when a chance symbol is displayed as a confirmed stop during a special game while the game is in a normal game state, there are two possibilities: the game is controlled to an effective normal game state, or it is controlled to a specific trigger time-saving state. On the other hand, in the gaming machine 10, even if a chance symbol is displayed as a confirmed stop during a special game while the game is in a game state other than the normal game state, the game state does not switch as a result of the chance symbol being displayed as a confirmed stop. Therefore, in the gaming machine 10, only when the game is in a normal game state, even if the jackpot lottery is not won, the confirmed stop display of the chance symbol can provide the enjoyment of wondering whether the game will be controlled to an effective normal game state where there is little benefit in continuing to play, or to a specific trigger time-saving state where there is a high benefit in continuing to play.

[0117] In particular, in the gaming machine 10, if the first special game is played, and the jackpot lottery is not won, the chance symbol will always be displayed as a confirmed stop in the first special game. On the other hand, in the gaming machine 10, if the second special game is played, and the jackpot lottery is not won, the chance symbol will not be displayed as a confirmed stop in the second special game, and the losing symbol will always be displayed as a confirmed stop. Therefore, when the game is in a normal play state, attention is drawn to the playing of the first special game, and attention is drawn to the entry of the game ball into the first start opening 26.

[0118] Incidentally, in game machine 10, there is an 18% chance that the first chance symbol will be displayed as a confirmed stop in the first special game, while there is an 82% chance that the second chance symbol will be displayed as a confirmed stop in the first special game. Therefore, if the first special game is played in the normal game state and the jackpot lottery is not won, after the first special game ends, there is an 18% chance that the game will be controlled to a specific trigger time-saving state, and an 82% chance that it will be controlled to the effectively normal game state.

[0119] In this embodiment, the state when the game is controlled to the normal game state corresponds to the normal state. However, in the game machine 10, the game is controlled to the normal game state even when a jackpot game is awarded. Therefore, in this embodiment, it can also be said that the state when the game is controlled to the normal game state in a situation where a special game can be played corresponds to the normal state. Thus, in this embodiment, at least a portion of the time when the game is controlled to the normal game state corresponds to the normal state. In this way, the game machine 10 can be controlled to the normal state. As mentioned above, in the game machine 10, when the initialization process is performed in conjunction with the start of power supply, the game state becomes the normal game state. Thus, in the game machine 10, when the initialization process is performed in conjunction with the start of power supply, the game is controlled to the normal game state in a situation where a special game can be played. That is, in this embodiment, when the initialization process is performed in conjunction with the start of power supply, the game becomes the normal state. And in this embodiment, when the game is in the normal state, it is configured to recommend launching game balls into the first area.

[0120] In this embodiment, the state when controlled to a shortened time state after a big win corresponds to the state when controlled to a specific state. In this embodiment, the specific state is more advantageous than the normal state. Thus, the gaming machine 10 can be controlled to a specific state that is more advantageous than the normal state. Furthermore, in this embodiment, when in the specific state, the launch of game balls into the second area is recommended. Also, in this embodiment, the state when controlled to an essentially normal game state corresponds to a special state. Thus, the gaming machine 10 can be controlled to a special state that is different from both the normal state and the specific state. In this embodiment, the special state is more advantageous than the normal state. Also, in this embodiment, the second chance symbol corresponds to a special result that can be derived when a big win is not achieved in a variable game executed when the game is in the normal state. The gaming machine 10 is configured to be controlled to an essentially normal game state when the second chance symbol is displayed as a confirmed stop in a special game executed when the game is in the normal game state. In other words, this embodiment is configured to control the system to a special state if a special result is derived when a jackpot is not won in a variable game played in the normal state. Furthermore, in this embodiment, when the system is in a special state, it is configured to recommend launching game balls into the first area.

[0121] The gaming machine 10 configured as described above is capable of executing a left-handed shooting notification effect. The left-handed shooting notification effect is one of the effects related to the launch intensity of the game ball. The left-handed shooting notification effect corresponds to an effect that encourages shooting to the left. The left-handed shooting notification effect corresponds to an effect that notifies that shooting to the left, that is, launching the game ball into the left-side area R1a, is recommended. In other words, in this embodiment, the left-handed shooting notification effect corresponds to an effect that notifies that launching the game ball into the first area is recommended. The left-handed shooting notification effect is executed at least by the effect display device 25. In other words, in this embodiment, the effects that the effect display device 25, as an effect execution means, can execute include the left-handed shooting notification effect, which corresponds to an effect notification effect.

[0122] As shown in Figure 6, for example, in the gaming machine 10, an image LY resembling a leftward-pointing arrow and the text information LM "Hit Left" are displayed on the performance display device 25, and a left-hit notification performance is executed. The left-hit notification performance is executed in situations where left-hitting is recommended. The left-hit notification performance is executed for at least a portion of the time in situations where left-hitting is recommended.

[0123] In addition, the gaming machine 10 can execute a ball entry target animation as a specific animation. The ball entry target animation is executed at least by the animation display device 25. In other words, in this embodiment, the animations that the animation display device 25, as an animation execution means, can execute include the ball entry target animation, which corresponds to a specific animation. The ball entry target animation corresponds to an animation that encourages players to enter the first start opening 26.

[0124] As shown in Figure 7(a), for example, in the gaming machine 10, a target instruction image DY, which resembles an arrow pointing in the direction where the first start opening 26 is located, and the text information TM, "Aim for the first start opening!" are displayed on the performance display device 25, and the ball entry target performance is executed. In addition, in the gaming machine 10, the ball entry target performance may be executed in a performance mode different from the performance mode shown in Figure 7(a). Specifically, as shown in Figure 7(b), for example, in the gaming machine 10, in addition to the target instruction image DY and the text information TM, an effect image EF is displayed on the performance display device 25, and the ball entry target performance is executed. In the following description, the performance mode in which the target instruction image DY and the text information TM shown in Figure 7(a) are displayed will be referred to as the first performance mode, and the performance mode in which the target instruction image DY, the text information TM, and the effect image EF shown in Figure 7(b) will be referred to as the second performance mode. As described above, in the gaming machine 10, the ball entry target performance can be executed in the first performance mode or in the second performance mode. Furthermore, when the ball entry target animation is performed in the second animation mode in the gaming machine 10, the animation display device 25 displays the effect image EF in addition to the ball entry target animation of the first animation mode.

[0125] In the ball entry target animation, the player is prompted to enter the first start port 26. As mentioned above, in the gaming machine 10, the first start port 26 is located in the left-side area R1a. Therefore, in the gaming machine 10, when the ball entry target animation is being performed, it is possible to determine that it is recommended to launch the game ball into the left-side area R1a. In other words, in this embodiment, when a specific animation is being performed, it is possible to determine that it is recommended to launch the game ball into the first area. Among the animations that can be performed in the gaming machine 10, the left-handed shooting notification animation directly indicates that it is recommended to shoot left-handed by displaying an image LY that resembles a left-pointing arrow and the text information LM that reads "left-handed shooting". Therefore, it can be said that the left-handed shooting notification animation is more strongly indicative of the recommendation to shoot left-handed compared to the ball entry target animation. Furthermore, it can be said that the left-handed shooting notification animation is more strongly indicative of the recommendation to launch the game ball into the left-side area R1a compared to the ball entry target animation.

[0126] In the gaming machine 10, if the player does not win a jackpot during the post-jackpot time-saving state and the post-jackpot time-saving state ends and the machine is controlled to the normal game state, that is, if the machine is controlled to the normal game state after the end of the post-jackpot time-saving state, the left-handed notification effect and the ball entry target effect are executed. At this time, the gaming machine 10 executes the ball entry target effect in the first effect mode. Thus, the gaming machine 10 can execute the ball entry target effect and the left-handed notification effect when it is controlled to the normal game state after the end of the post-jackpot time-saving state. In other words, in this embodiment, the specific effect and the notification effect can be executed when the machine is controlled to the normal state after the end of a specific state. In other words, in the gaming machine 10, the ball entry target effect can be executed when the machine is controlled to the normal game state after the end of the post-jackpot time-saving state. In other words, the specific effect can be executed when the machine is controlled to the normal state after the end of a specific state. Similarly, in the gaming machine 10, the left-handed notification effect can be executed when the machine is controlled to the normal game state after the end of the post-jackpot time-saving state. In other words, the notification effect can be executed when the system returns to the normal state after a specific state has ended.

[0127] In the gaming machine 10, when the special trigger time-saving state ends and the machine is controlled to the normal game state, the left-hand shooting notification effect and the ball entry target effect are executed. At this time, the ball entry target effect is executed in the first effect mode in the gaming machine 10. Thus, the gaming machine 10 can execute the ball entry target effect and the left-hand shooting notification effect when the special trigger time-saving state ends and the machine is controlled to the normal game state without winning a jackpot. In other words, in this embodiment, when the special trigger time-saving state ends and the machine is controlled to the normal state without winning a jackpot, the special effect and notification effect can be executed. That is to say, in the gaming machine 10, the ball entry target effect can be executed when the special trigger time-saving state ends and the machine is controlled to the normal game state without winning a jackpot. That is to say, the special effect can be executed when the special trigger time-saving state ends and the machine is controlled to the normal state without winning a jackpot. Similarly, in the gaming machine 10, the left-hand shooting notification effect can be executed when a jackpot is not won during a specific trigger time-saving state, and the specific trigger time-saving state ends and the game is controlled to a normal game state. In other words, the notification effect can be executed when a jackpot is not won during a specific trigger time-saving state, and the specific trigger time-saving state ends and the game is controlled to a normal state.

[0128] In the gaming machine 10, if the player does not win a jackpot while in an effective normal game state and the effective normal game state ends and the machine is controlled to return to a normal game state, the ball entry target performance is executed. At this time, the ball entry target performance is executed in the first performance mode in the gaming machine 10. On the other hand, if the player does not win a jackpot while in an effective normal game state and the effective normal game state ends and the machine is controlled to return to a normal game state, the left-hand shooting notification performance is not executed. Thus, when the gaming machine 10 is in an effective normal game state and does not win a jackpot and the effective normal game state ends and the machine is controlled to return to a normal game state, the ball entry target performance can be executed, which is one of the ball entry target performance and the left-hand shooting notification performance. In other words, in this embodiment, when the player does not win a jackpot while in a special state and the special state ends and the machine is controlled to return to a normal state, the specific performance can be executed, which is one of the specific performance and the notification performance. In other words, in the gaming machine 10, the ball entry target effect can be executed when the game is in an essentially normal game state and the game ends without a jackpot being won, and the game is controlled back to the normal game state. That is, the specific effect can be executed when the game is in a special state and the game ends without a jackpot being won, and the game is controlled back to the normal state. Also, in the gaming machine 10, when the game is in an essentially normal game state and the game ends without a jackpot being won, and the game is controlled back to the normal game state, the left-hand shooting notification effect is not executed. That is, in this embodiment, when the game is in a special state and the game ends without a jackpot being won, and the game is controlled back to the normal state, the notification effect is not executed.

[0129] Incidentally, in the gaming machine 10, if the power supply is interrupted while the machine is in a normal game state, and then the power supply is restored and the machine returns to a normal game state, the ball entry target performance is executed. At this time, the ball entry target performance is executed in the first performance mode in the gaming machine 10. On the other hand, in the gaming machine 10, if the power supply is interrupted while the machine is in a normal game state, and then the power supply is restored and the machine returns to a normal game state, the left-handed shooting notification performance is not executed. Thus, in the gaming machine 10, if the power supply is interrupted while the machine is in a normal game state, and then the power supply is restored and the machine returns to a normal game state, the ball entry target performance can be executed, which is one of the ball entry target performances and the left-handed shooting notification performance. In other words, in this embodiment, if the power supply is interrupted while the machine is in a normal state, and then the power supply is restored and the machine returns to a normal state, the specific performance among the specific performances and notification performances can be executed. That is to say, in the gaming machine 10, the ball entry target performance can be executed when the power supply is interrupted while the machine is in a normal game state, and then the power supply is restored and the machine returns to a normal game state. In other words, the specific performance can be executed when the power supply is interrupted in the normal state and then restored, returning to the normal state. Also, when the gaming machine 10 is in the normal game state and the power supply is interrupted, and then restored, returning to the normal game state, the left-hand shooting notification performance is not executed. In other words, in this embodiment, when the power supply is interrupted in the normal state and then restored, returning to the normal state, the notification performance is not executed.

[0130] Furthermore, in the gaming machine 10, when the initialization process is performed and the machine enters a normal game state following the start of power supply, the ball entry target performance is executed. At this time, the ball entry target performance is executed in the second performance mode in the gaming machine 10. On the other hand, in the gaming machine 10, when the initialization process is performed and the machine enters a normal game state following the start of power supply, the left-hand shooting notification performance is not executed. Thus, when the gaming machine 10 enters a normal state following the start of power supply, the ball entry target performance is executable, which is one of the ball entry target performance and the left-hand shooting notification performance. In other words, in this embodiment, when the initialization process is performed and the machine enters a normal state following the start of power supply, the specific performance is executable, which is one of the specific performance and notification performance. That is to say, in the gaming machine 10, the ball entry target performance is executable when the initialization process is performed and the machine enters a normal state following the start of power supply. In other words, the specific performance is executable when the initialization process is performed and the machine enters a normal state following the start of power supply. Furthermore, when the gaming machine 10 returns to its normal state after an initialization process is performed upon the start of power supply, the left-hand shooting notification effect is not executed. In other words, in this embodiment, when the initialization process is performed upon the start of power supply and the machine returns to its normal state, the notification effect is not executed.

[0131] Furthermore, the presentation of the ball entry target animation that is performed when the power supply is interrupted in the normal game state and then restored, returning to the normal game state, is different from the presentation of the ball entry target animation that is performed when the initialization process is performed in conjunction with the start of power supply and the game returns to the normal game state. In other words, the presentation of a specific animation that is performed when the power supply is interrupted in the normal state and then restored, returning to the normal state, is different from the presentation of a specific animation that is performed when the initialization process is performed in conjunction with the start of power supply and the game returns to the normal state. Furthermore, the presentation of the ball entry target animation that is performed when the game returns to the normal game state after the end of the time-saving state following a big win is different from the presentation of the ball entry target animation that is performed when the initialization process is performed in conjunction with the start of power supply and the game returns to the normal game state. Furthermore, the presentation of the ball entry target animation that is performed when the time-saving state following a specific trigger ends without a big win and the game returns to the normal game state is different from the presentation of the ball entry target animation that is performed when the initialization process is performed in conjunction with the start of power supply and the game returns to the normal game state. Furthermore, the animation of the ball entry target animation that is performed when the player does not win a jackpot while in an effective normal game state and the effective normal game state ends and the game is controlled to return to the normal game state is different from the animation of the ball entry target animation that is performed when the initialization process is executed in conjunction with the start of power supply and the game returns to the normal game state.

[0132] In the following explanation, "when the game is controlled to the normal game state after the end of the time-saving state following a big win" may be referred to as "the first situation," and "when the game is controlled to the normal game state after the end of the time-saving state triggered by a specific trigger without winning a big win" may be referred to as "the second situation." In addition, in the following explanation, "when the game is controlled to the normal game state after the end of the effective normal game state without winning a big win" may be referred to as "the third situation," and "when the game is in the normal game state and the power supply is interrupted, then restored and the game returns to the normal game state" may be referred to as "the fourth situation." Furthermore, in the following explanation, "when the game is in the normal game state after the initialization process is executed following the start of power supply" may be referred to as "the fifth situation."

[0133] As mentioned above, the left-handed notification effect can be executed in both the first and second situations. On the other hand, as mentioned above, the left-handed notification effect is not executed in any of the third to fifth situations. In other words, the left-handed notification effect can be executed in at least the first and second situations out of the first to fifth situations. For example, in the gaming machine 10, the left-handed notification effect can be executed in at least the first situation out of the first situation and the fourth situation. That is, in this embodiment, the notification effect can be executed when the system is controlled to the normal state after the end of a specific state, or when the power supply is interrupted in the normal state and then resumed, returning to the normal state, or when the system is controlled to the normal state after the end of a specific state.

[0134] As mentioned above, the ball entry target animation is not performed in any of the situations from the 1st to the 5th. Therefore, for example, the ball entry target animation can be performed in at least the 3rd to the 5th situations. For example, in the gaming machine 10, the ball entry target animation can be performed in both the 1st situation and the 4th situation. That is, in this embodiment, the specific animation can be performed in both the case when the system is controlled to the normal state after the end of the specific state, and when the power supply is interrupted in the normal state and then resumed, returning to the normal state.

[0135] Next, I will explain the end of the left-handed hit notification animation and the end of the ball entry target animation. The left-handed shot notification animation ends when a standby animation is executed, triggered by the elapsed time. Furthermore, the left-handed shot notification animation does not resume after the standby animation has finished, even if the standby animation has ended. Thus, the left-handed shot notification animation does not continue to run after the predetermined time has elapsed. In other words, in this embodiment, the notification animation does not continue to run after the predetermined time has elapsed. Also, even if the standby animation is not executed after the predetermined time has elapsed, the left-handed shot notification animation will end after a predetermined left-handed notification time longer than the predetermined time (for example, 60 seconds). Incidentally, the left-handed shot notification animation does not end even if a game ball enters the first start opening 26.

[0136] The ball entry target animation ends when a standby animation is executed after a predetermined time has elapsed. However, after the ball entry target animation stops being executed due to the execution of the standby animation, it will be executed again when the standby animation ends. In this way, the ball entry target animation continues to be executed even after a predetermined time has elapsed. That is, in this embodiment, the specific animation continues to be executed even after a predetermined time has elapsed. The ball entry target animation also ends when a game ball enters the first start opening 26 and the first special game begins. However, the ball entry target animation does not end even when a game ball enters the second start opening 27 and the second special game begins. Incidentally, the ball entry target animation does not end when a predetermined time has elapsed and a standby animation has not been executed, even if a time equivalent to the left notification time has elapsed.

[0137] Here, an example of the execution of the left-handed hit notification and ball entry target display will be explained based on Figures 8(a) and 8(b). As shown in Figure 8(a), for example, when the game is controlled to a normal game state after the end of the post-jackpot time-saving state at timing t11, the display device 25 executes the ball entry target animation and the left-hand shooting notification animation. Then, when a predetermined time has elapsed from timing t11, at timing t12, the display device 25 executes a standby animation. At this time, neither the ball entry target animation nor the left-hand shooting notification animation is executed by the display device 25. After that, when the standby animation time has elapsed and timing t13 is reached and the standby animation ends, the display device 25 executes the ball entry target animation again. On the other hand, even if the standby animation ends at timing t13, the display device 25 does not execute the left-hand shooting notification animation again.

[0138] As shown in Figure 8(b), if a game ball enters the first start opening 26 at timing t14, before a predetermined time has elapsed from timing t11, the game display device 25 will terminate the ball entry target animation that was being executed. Even if a standby animation is executed after this and then terminates, the game machine 10 will not execute the standby animation on the game display device 25 as a result. Furthermore, even if a game ball enters the first start opening 26 at timing t14, the game display device 25 will continue to execute the left-hit notification animation. This left-hit notification animation will terminate, for example, at timing t15, when the left notification time has elapsed after the post-jackpot time-saving state ends and the game is controlled to the normal game state.

[0139] Here, we will explain the control related to the execution of the left-handed hit notification animation and the control related to the execution of the ball entry target animation. The sub-CPU 51 controls the display device 25 so that a left-hit notification animation is executed when the game is controlled to a normal game state after the end of the time-saving state following a big win. Specifically, the sub-CPU 51 controls the display device 25 so that a left-hit notification animation is executed by displaying an image LY that resembles a leftward-pointing arrow and the text information LM that reads "Hit Left". The sub-CPU 51 also controls the display device 25 so that a ball entry target animation is executed when the game is controlled to a normal game state after the end of the time-saving state following a big win. In this case, the sub-CPU 51 controls the display device 25 so that a ball entry target animation is executed in the first animation mode. Specifically, the sub-CPU 51 controls the display device 25 so that a ball entry target animation in the first animation mode is executed by displaying a target instruction image DY that resembles an arrow pointing in the direction where the first start opening 26 is located and the text information TM that reads "Aim for the first start opening!".

[0140] Furthermore, the sub-CPU 51 controls the performance display device 25 so that the left-hand shooting notification performance is executed when the special trigger time-saving state ends and the system is controlled to the normal game state. Also, the sub-CPU 51 controls the performance display device 25 so that the ball entry target performance is executed when the special trigger time-saving state ends and the system is controlled to the normal game state. At this time, the sub-CPU 51 controls the performance display device 25 so that the ball entry target performance is executed in the first performance mode.

[0141] Furthermore, if the sub-CPU 51 is in an effective normal game state and does not win a jackpot, and the effective normal game state ends and the system is controlled to return to the normal game state, the sub-CPU 51 controls the display device 25 so that the ball entry target display is executed. At this time, the sub-CPU 51 controls the display device 25 so that the ball entry target display is executed in the first display mode. However, if the effective normal game state is in an effective normal game state and does not win a jackpot, and the system is controlled to return to the normal game state, the sub-CPU 51 does not execute the left-hand shooting notification display.

[0142] Furthermore, the sub-CPU 51 controls the display device 25 so that the ball entry target animation is executed when the power supply is interrupted while the game is in a normal game state and then restored, returning the game to a normal game state. At this time, the sub-CPU 51 controls the display device 25 so that the ball entry target animation is executed in the first animation mode. However, the sub-CPU 51 does not execute the left-hand shooting notification animation when the power supply is interrupted while the game is in a normal game state and then restored, returning the game to a normal game state. The sub-CPU 51 can determine that the game has returned to a normal game state after the power supply was interrupted while the game was in a normal game state by inputting a return command that allows it to identify that the game has returned to a normal game state.

[0143] Furthermore, when the power supply is started and the initialization process is executed, resulting in a normal game state, the sub-CPU 51 controls the performance display device 25 so that the ball entry target performance is executed. At this time, the sub-CPU 51 controls the performance display device 25 so that the ball entry target performance is executed in the second performance mode. Specifically, the sub-CPU 51 controls the performance display device 25 so that the ball entry target performance in the second performance mode is executed by displaying a target instruction image DY that resembles an arrow pointing in the direction where the first start opening 26 is located, the text information TM that says "Aim for the first start opening!", and an effect image EF. However, when the power supply is started and the initialization process is executed, resulting in a normal game state, the sub-CPU 51 does not execute the left-hand shooting notification performance. The sub-CPU 51 can determine that the power supply has been started and the initialization process has been executed, resulting in a normal game state, by inputting an initialization command.

[0144] Here, based on Figures 9(a) to 9(e), an example of the display content of the performance display device 25 in each of the first to fifth situations will be explained. As shown in Figure 9(a), when the gaming machine 10 is controlled to the normal game state after the end of the time-saving state following a big win, that is, when it is in the first situation, the left-shoot notification effect and the ball entry target effect of the first effect mode are executed. As a result, the effect display device 25 displays an image LY that resembles a leftward-pointing arrow, the text information LM that says "Shoot Left", a target instruction image DY that resembles an arrow pointing in the direction where the first start opening 26 is located, and the text information TM that says "Aim for the first start opening!". Furthermore, at this time, the gaming machine 10 is controlled to the normal effect mode. For this reason, the effect display device 25 displays a background image that can identify the normal effect mode.

[0145] As shown in Figure 9(b), in the gaming machine 10, when a jackpot is not won in the special trigger time-saving state and the special trigger time-saving state ends and the machine is controlled to the normal game state, that is, when the second situation occurs, the left-shoot notification effect and the ball entry target effect of the first effect mode are executed. As a result, the effect display device 25 displays an image LY that resembles a leftward-pointing arrow, the text information LM that says "Shoot Left", a target instruction image DY that resembles an arrow pointing in the direction where the first start opening 26 is located, and the text information TM that says "Aim for the first start opening!". Furthermore, at this time, the gaming machine 10 is controlled to the normal effect mode. For this reason, the effect display device 25 displays a background image that can identify the normal effect mode.

[0146] As shown in Figure 9(c), in the gaming machine 10, when the player does not win a jackpot while in an effective normal game state, and the effective normal game state ends and the machine is controlled to return to the normal game state, that is, in the third situation, the left-hand shooting notification effect is not executed, while the ball entry target effect of the first effect mode is executed. As a result, the effect display device 25 displays a target instruction image DY that resembles an arrow pointing in the direction where the first start opening 26 is located, and the text information TM that reads "Aim for the first start opening!". Furthermore, at this time, the gaming machine 10 is controlled to the normal effect mode. For this reason, the effect display device 25 displays a background image that can identify the normal effect mode.

[0147] As shown in Figure 9(d), in the gaming machine 10, when the power supply is interrupted while in the normal game state and then restored, returning to the normal game state, that is, in the fourth situation, the left-handed shooting notification effect is not executed, while the ball entry target effect of the first effect mode is executed. As a result, the effect display device 25 displays a target instruction image DY that resembles an arrow pointing in the direction where the first start opening 26 is located, and the text information TM that reads "Aim for the first start opening!". Furthermore, at this time, the gaming machine 10 is controlled to the normal effect mode. For this reason, the effect display device 25 displays a background image that can identify the normal effect mode.

[0148] As shown in Figure 9(e), when the gaming machine 10 is initialized and enters a normal game state upon the start of power supply, that is, when it is in the fifth situation, the left-handed shooting notification effect is not executed, while the ball entry target effect of the second effect mode is executed. As a result, the effect display device 25 displays a target instruction image DY that resembles an arrow pointing in the direction where the first start opening 26 is located, the text information TM that reads "Aim for the first start opening!", and an effect image EF. Furthermore, at this time, the gaming machine 10 is controlled to the normal effect mode. For this reason, the effect display device 25 displays a background image that identifies the normal effect mode. In addition, since the initialization process has been executed, the gaming machine 10 outputs an initialization notification sound from the speaker 18 at this time. In other words, when the gaming machine 10 is initialized and enters a normal game state upon the start of power supply, the ball entry target effect is executed on the effect display device 25, and an initialization notification sound is output from the speaker 18.

[0149] In the gaming machine 10, when the power supply is interrupted while the machine is in the normal game state and then restored, the ball entry target animation is performed on the animation display device 25, but the speaker 18 does not output an initialization notification sound. In contrast, when the gaming machine 10 returns to the normal game state after the initialization process is performed in conjunction with the start of power supply, the ball entry target animation is performed on the animation display device 25, and the speaker 18 outputs an initialization notification sound. In other words, when the power supply is interrupted while the machine is in the normal game state and then restored, the animation patterns of at least some of the decorative lamps 17, speaker 18, and animation display device 25 are different from when the machine returns to the normal game state after the initialization process is performed in conjunction with the start of power supply.

[0150] The effects of this embodiment will be described below. (1) When the game is controlled to the normal game state after the end of the post-jackpot time-saving state, it is a situation in which the game switches from the post-jackpot time-saving state, in which it is recommended to fire the game balls into the right-side area R2a, to the normal game state, in which it is recommended to fire the game balls into the left-side area R1a. In contrast, when the power supply is interrupted in the normal game state and then restored, the game returns to the normal game state, although there is an intervening situation where the power supply is not supplied, the area in which it is recommended to fire the game balls remains the left-side area R1a before and after the power supply is restored. Therefore, even in the same normal game state, when the game is controlled to the normal game state after the end of the post-jackpot time-saving state, it is more important to make the player aware that it is recommended to fire the game balls into the left-side area R1a compared to when the power supply is interrupted in the normal game state and then restored.

[0151] Therefore, the ball entry target animation, which, when executed, can identify that it is recommended to launch the game ball into the left-side area R1a, is configured to be executable in both cases: when the game is controlled to the normal game state after the end of the post-jackpot time-saving state, and when the game returns to the normal game state after the power supply has been interrupted and then restored. In contrast, the left-hand shooting notification animation is configured to be executable in at least the case when the game is controlled to the normal game state after the end of the post-jackpot time-saving state, and when the game returns to the normal game state after the power supply has been interrupted and then restored. That is, when the game is controlled to the normal game state after the end of the post-jackpot time-saving state, both the ball entry target animation, which, when executed, can identify that it is recommended to launch the game ball into the left-side area R1a, and the left-hand shooting notification animation, which notifies that it is recommended to launch the game ball into the left-side area R1a, are executed. This makes it easier to make players aware that it is recommended to launch the game ball into the left-side area R1a, even in the same normal game state, especially when the game is controlled to a normal game state after the end of the time-saving state following a big win. As a result, it is possible to prevent players from suffering disadvantages or having their enjoyment diminished by, for example, launching the game ball into the right-side area R2a even when in a normal game state.

[0152] (2) When the initialization process is executed upon the start of power supply and the game returns to a normal game state, the game returns to a normal game state regardless of the situation before the initialization process was executed. In other words, even in the same normal game state, when the initialization process is executed upon the start of power supply and the game returns to a normal game state, the game is reset once by the initialization process, so there is little need to make the player aware that it is recommended to launch the game ball into the left area R1a. For this reason, when the initialization process is executed upon the start of power supply and the game returns to a normal game state, the game is configured to be able to execute the game ball target execution animation, one of the two animations for the game ball target execution animation and the left-hand shooting notification animation. This prevents the game from causing discomfort to the player by executing both the game ball target execution animation and the left-hand shooting notification animation, even though there is little need to make the player aware that it is recommended to launch the game ball into the left area R1a.

[0153] (3) When the power supply is interrupted in the normal game state and then restored, returning to the normal game state, and when an initialization process is executed in conjunction with the start of power supply and the game returns to the normal game state, both correspond to the situation of "power supply being started and the game returns to the normal game state." Therefore, the presentation style of the ball entry target animation that is executed when the power supply is interrupted in the normal game state and then restored, returning to the normal game state, is made different from the presentation style of the ball entry target animation that is executed when an initialization process is executed in conjunction with the start of power supply and the game returns to the normal game state. As a result, even in the same situation of "power supply being started and the game returns to the normal game state," by checking the presentation style of the ball entry target animation, it is possible to determine whether it is the situation when the power supply is interrupted in the normal game state and then restored, returning to the normal game state, or the situation when an initialization process is executed in conjunction with the start of power supply and the game returns to the normal game state.

[0154] (4) The left-handed notification animation, which informs the player that it is recommended to launch the game ball into the left-hand area R1a, will end after a predetermined time has elapsed and will not continue to run. On the other hand, the ball entry target animation, which, when executed, makes it possible to identify that it is recommended to launch the game ball into the left-hand area R1a, will continue to run even after a predetermined time has elapsed. Therefore, when both the left-handed notification animation and the ball entry target animation are executed, even after a predetermined time has elapsed, both animations will not end, and the ball entry target animation will continue to run, so that the player can recognize that it is recommended to launch the game ball into the left-hand area R1a. In addition, since the left-handed notification animation will end after a predetermined time has elapsed, the inconvenience caused by both the left-handed notification animation and the ball entry target animation continuing to run can be reduced.

[0155] (5) When the player is in a state of de facto normal gameplay and does not win a jackpot, the state of de facto normal gameplay ends and the game is controlled back to normal gameplay, the left-hand shooting notification effect is not performed. This helps to suppress the feeling of disappointment that players may experience when they are in a state of de facto normal gameplay and the game ends without them winning a jackpot, which can be amplified by performing the left-hand shooting notification effect.

[0156] 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. The gaming machine 10 may be configured to execute a left-hand shooting notification when, while in an effective normal game state, the player does not win a jackpot and the effective normal game state ends, returning to the normal game state. In other words, when in a special state, the player does not win a jackpot and the special state ends, returning to the normal state, the notification notification can be made executable. In this way, even for players who may be disappointed and impatient because they did not win a jackpot while in an effective normal game state, executing the left-hand shooting notification makes it easier for them to recognize that it is recommended to shoot the game ball into the left-side area R1a.

[0157] The right-hand hit notification effect may be changed. For example, when the right-hand hit notification effect is executed, the display device 25 may be configured to display either an image RY that resembles a right-pointing arrow or the text information RM that says "hit right". The text information RM may also be changed. For example, the text information RM may be the text information "Please hit right".

[0158] For example, the right-handed notification animation may be configured to terminate when a game ball enters the second starting port 27. For example, the right-handed notification animation may be configured to terminate when multiple game balls enter the second starting port 27. For example, the right-handed notification animation may be configured to terminate when a game ball enters any of the second starting port 27, the big prize port 29, the gate 31, and the second general prize port 33, which are located in the right-side area R2a. For example, the right-handed notification animation may be configured to terminate when a game ball enters any of the entry ports located in the right-side area R2a, which are entry ports that award prize balls when a game ball enters them. On the other hand, for example, the right-handed notification effect may be configured not to terminate when a game ball enters gate 31, which is one of the entry points in the right-side area R2a where no prize balls are awarded even if a game ball enters. For example, the right-handed notification effect may be configured to terminate when a game ball enters either the first start gate 26 or the first general prize entry point 32 in the left-side area R1a. In this way, when a game ball is launched into the left-side area R1a while the right-handed notification effect is being executed, it is possible that the player is intentionally launching the game ball into the left-side area R1a. For this reason, by making the right-handed notification effect terminate when a game ball enters either the first start gate 26 or the first general prize entry point 32, the annoyance caused by the right-handed notification effect continuing to run even when the player is intentionally launching the game ball into the left-side area R1a can be reduced.

[0159] The left-handed notification animation may be changed. For example, when the left-handed notification animation is performed, the animation display device 25 may be configured to display either an image LY resembling a left-pointing arrow or the text information LM that says "left-handed." The text information LM may also be changed. For example, the text information LM may say "Please return to left-handed play."

[0160] For example, the left-handed notification animation may be configured to terminate when multiple game balls enter the first starting port 26. For example, the left-handed notification animation may be configured to terminate when a game ball enters either the first starting port 26 or the first general prize port 32, which are located in the left-side area R1a. For example, the left-handed notification animation may be configured to terminate when a game ball enters any of the second starting port 27, the large prize port 29, the gate 31, or the second general prize port 33, which are located in the right-side area R2a. For example, the left-handed notification animation may be configured to terminate when a game ball enters any of the second starting port 27, the large prize port 29, or the second general prize port 33, which are located in the right-side area R2a and correspond to the entry ports where prize balls are awarded upon entry of a game ball. On the other hand, for example, the left-handed notification animation may be configured not to terminate when a game ball enters gate 31, which is one of the ball entry points in the right-side area R2a that does not award prize balls even if a game ball enters it. In this way, when a game ball is launched into the right-side area R2a despite the left-handed notification animation being executed, it is possible that the player is intentionally launching the game ball into the right-side area R2a. For this reason, by making it possible for the left-handed notification animation to terminate when a game ball enters any of the second starting gate 27, the large prize gate 29, and the second general prize gate 33, the annoyance caused by the left-handed notification animation continuing to run despite the player intentionally launching the game ball into the right-side area R2a can be reduced.

[0161] The ball entry target display may be changed. For example, the ball entry target display may be configured so that either a target instruction image DY, which resembles an arrow pointing in the direction where the first start opening 26 is located, or text information TM that says "Aim for the first start opening!" is displayed on the display device 25. For example, the text information TM may be text information that says "Please put the game ball into the first start opening."

[0162] The right-hand shooting notification animation may have one type or multiple types. For example, the right-hand shooting notification animation performed when a jackpot is awarded may be different from the right-hand shooting notification animation performed when the player is in a time-saving state after a jackpot. The left-hand shooting notification animation may have one type or multiple types. For example, the left-hand shooting notification animation performed in the first situation may be different from the left-hand shooting notification animation performed in the second situation. The ball entry target animation may have one type or three or more types.

[0163] The system may be configured to execute the left-handed shooting notification animation in some or all of the situations from the 3rd to the 5th situation. Alternatively, the system may be configured not to execute the left-handed shooting notification animation in one or both of the 1st and 2nd situations. For example, the animation style of the left-handed shooting notification animation executed in some of the situations from the 1st to the 5th situation may differ from the animation style of the left-handed shooting notification animation executed in the other situations. For example, the animation style of the left-handed shooting notification animation executed when the system is controlled to a normal game state after the end of the time-saving state following a big win may differ from the animation style of the left-handed shooting notification animation executed when the system is controlled to a normal game state after the end of the time-saving state following a big win. For example, the animation style of the left-handed shooting notification animation executed when the system is controlled to a normal game state after the end of the time-saving state following a big win may differ from the animation style of the left-handed shooting notification animation executed when the power supply is interrupted in the normal game state and then restored, returning to the normal game state. In addition, for example, the presentation style of the left-handed hitting notification animation performed in the third to fifth situations may differ from the presentation style of the left-handed hitting notification animation performed in the first and second situations. For example, the presentation style of the left-handed hitting notification animation performed in any of the third to fifth situations may differ from the presentation style of the left-handed hitting notification animation performed in any of the first and second situations.

[0164] - If a Super Reach animation is performed while a Left-Handed Shot Notification animation is running, the Left-Handed Shot Notification animation may be configured to temporarily end, and then run again after the Super Reach animation has finished. Alternatively, if a Super Reach animation is performed while a Left-Handed Shot Notification animation is running, the Left-Handed Shot Notification animation may be configured to end, and then not run again as a result of the Super Reach animation ending. In addition, the Left-Handed Shot Notification animation may be configured to continue running even if a Super Reach animation is performed. In this example of modification, a Super Reach animation is used as an example, but it could also be a Normal Reach animation or an animation other than a Reach animation.

[0165] - If a Super Reach animation is performed while a Ball Entry Target animation is in progress, the Ball Entry Target animation may be temporarily terminated, and the Ball Entry Target animation may be configured to resume after the Super Reach animation has finished. Alternatively, if a Super Reach animation is performed while a Ball Entry Target animation is in progress, the Ball Entry Target animation may be terminated, and the Ball Entry Target animation may not be performed again as a result of the Super Reach animation's termination. In addition, the Ball Entry Target animation may be configured to continue running even if a Super Reach animation is performed. In this example of modification, a Super Reach animation is used as an example, but a Normal Reach animation or any other animation different from a Reach animation may be used.

[0166] The execution of the ball entry target animation may differ depending on whether the number of first special reserves is 1 or more, that is, whether the execution of the first special game is suspended. For example, when the number of first special reserves is 0 after the end of the time-saving state following a big win and the game is controlled to the normal game state, the ball entry target animation may be configured to be executed. On the other hand, when the number of first special reserves is 1 or more after the end of the time-saving state following a big win and the game is controlled to the normal game state, the ball entry target animation may not be executed. In this case, the left-hand shooting notification animation may be configured to be executed regardless of whether the number of first special reserves is 1 or more, or the left-hand shooting notification animation may not be executed when the ball entry target animation is not executed, and the left-hand shooting notification animation may be executed when the ball entry target animation is executed. For example, when the number of first special reserves is 0 after the end of the time-saving state following a specific trigger without winning a big win and the game is controlled to the normal game state without winning a big win, the ball entry target animation may be configured to be executed. On the other hand, when the specified trigger time-saving state ends without a big win and the game is controlled to the normal game state, and the number of first special reserves is 1 or more, the game may be configured so that the ball entry target performance is not executed. In this case, the game may be configured so that the left-hand shooting notification performance is executed regardless of whether the number of first special reserves is 1 or more, or the game may be configured so that the left-hand shooting notification performance is not executed when the ball entry target performance is not executed, and the left-hand shooting notification performance is executed when the ball entry target performance is executed. For example, when the game is effectively in the normal game state and the game ends without a big win and the game is controlled to the normal game state, and the number of first special reserves is 0, the game may be configured so that the ball entry target performance is executed. On the other hand, when the game is effectively in the normal game state and the game ends without a big win and the game is controlled to the normal game state, and the number of first special reserves is 1 or more, the game may be configured so that the ball entry target performance is not executed. For example, when the power supply is interrupted while the game is in normal gameplay mode, and then the power supply is restored and the game returns to normal gameplay mode, if the number of first special reserves is 0, the game may be configured to execute the ball entry target animation.On the other hand, if the number of first special reserved balls is 1 or more when the power supply is interrupted while the game is in normal game mode and then restored, the game may be configured so that the ball entry target animation is not executed. Incidentally, when the game returns to normal game mode after the power supply is restored, the initialization process is performed, so even if the number of first special reserved balls was 1 or more when the power supply was interrupted, the number of first reserved balls will be initialized to 0 when the game returns to normal game mode. In this case, the game may be configured so that the ball entry target animation is executed, or it may be configured so that the ball entry target animation is not executed.

[0167] The left-handed hitting notification effect may be configured to continue even after a predetermined time has elapsed. For example, both the left-handed hitting notification effect and the ball entry target effect may be configured to continue even after a predetermined time has elapsed. For example, the left-handed hitting notification effect may be configured to end when a game ball enters the first starting gate 26. For example, the left-handed hitting notification effect may be configured to end when a game ball enters the second starting gate 27, or it may be configured not to end even if a game ball enters the second starting gate 27.

[0168] The ball entry target animation may be configured to terminate after a predetermined time has elapsed so that it does not continue to run. For example, both the left-handed hit notification animation and the ball entry target animation may be configured to terminate after a predetermined time has elapsed so that they do not continue to run. For example, the ball entry target animation may be configured to continue to run even if a game ball enters the first start opening 26. For example, the ball entry target animation may be configured to terminate when a game ball enters the second start opening 27.

[0169] In the above embodiment of the gaming machine 10, if the game is controlled to a normal game state after the end of the time-saving state following a big win, the ball entry target performance may be executed in the second performance mode. In the above embodiment of the gaming machine 10, if the game is controlled to a normal game state after the end of the time-saving state following a big win, the ball entry target performance may not be executed. In the above embodiment of the gaming machine 10, if the game is controlled to a normal game state after the end of the time-saving state following a big win, the left-hand shooting notification performance may not be executed.

[0170] In the gaming machine 10 of the above embodiment, when the special trigger time-saving state ends and the system is controlled to the normal game state, the ball entry target performance may be executed in the second performance mode. In the gaming machine 10 of the above embodiment, when the special trigger time-saving state ends and the system is controlled to the normal game state, the ball entry target performance may not be executed. In the gaming machine 10 of the above embodiment, when the special trigger time-saving state ends and the system is controlled to the normal game state, the left-hand shooting notification performance may not be executed.

[0171] In the gaming machine 10 of the above embodiment, if the player does not win a jackpot while in an essentially normal game state and the essentially normal game state ends and the machine is controlled to return to a normal game state, the ball entry target performance may be executed in the second performance mode. In the gaming machine 10 of the above embodiment, if the player does not win a jackpot while in an essentially normal game state and the essentially normal game state ends and the machine is controlled to return to a normal game state, the ball entry target performance may not be executed. In the gaming machine 10 of the above embodiment, if the player does not win a jackpot while in an essentially normal game state and the essentially normal game state ends and the machine is controlled to return to a normal game state, the left-hand shooting notification performance may be executed. For example, if the player does not win a jackpot while in an essentially normal game state and the essentially normal game state ends and the machine is controlled to return to a normal game state, the left-hand shooting notification performance may be executed in addition to the ball entry target performance.

[0172] In the gaming machine 10 of the above embodiment, if the power supply is interrupted while the machine is in a normal game state and then the power supply is restored and the machine returns to a normal game state, the ball entry target performance may be executed in the second performance mode. In the gaming machine 10 of the above embodiment, if the power supply is interrupted while the machine is in a normal game state and then the power supply is restored and the machine returns to a normal game state, the ball entry target performance may not be executed. In the gaming machine 10 of the above embodiment, if the power supply is interrupted while the machine is in a normal game state and then the power supply is restored and the machine returns to a normal game state, the left-handed shooting notification performance may be executed. For example, if the power supply is interrupted while the machine is in a normal game state and then the power supply is restored and the machine returns to a normal game state, the left-handed shooting notification performance may be executed in addition to the ball entry target performance.

[0173] In the gaming machine 10 of the above embodiment, when an initialization process is performed and the machine enters a normal game state upon the start of power supply, the ball entry target performance may be performed in the first performance mode. In the gaming machine 10 of the above embodiment, when an initialization process is performed and the machine enters a normal game state upon the start of power supply, the ball entry target performance may not be performed. In the gaming machine 10 of the above embodiment, when an initialization process is performed and the machine enters a normal game state upon the start of power supply, the left-handed shooting notification performance may be performed. For example, when an initialization process is performed and the machine enters a normal game state upon the start of power supply, the left-handed shooting notification performance may be performed in addition to the ball entry target performance.

[0174] The execution of the ball entry target animation in the second animation mode can be understood as the execution of the ball entry target animation in the first animation mode, in addition to the execution of the animation displaying the effect image EF. For example, when the initialization process is executed due to the start of power supply and the game enters a normal game state, the ball entry target animation in the first animation mode is executed, and the animation displaying the effect image EF is also executed.

[0175] • When executing the ball entry target animation in the first to fifth situations, the animation style of the ball entry target animation may be changed to a style different from that of the above embodiment. In this case, for example, it may be either the first animation style or the second animation style, or it may be changed to an animation style different from both the first and second animation styles. For example, the animation style of the ball entry target animation that is executed when the power supply is interrupted in the normal game state and then restored, returning to the normal game state, and the animation style of the ball entry target animation that is executed when the initialization process is executed in conjunction with the start of power supply and the game returns to the normal game state, may be the same. For example, the animation style of the ball entry target animation that is executed when the game is controlled to the normal game state after the end of the time-saving state after a big win, may be different from the animation style of the ball entry target animation that is executed when the power supply is interrupted in the normal game state and then restored, returning to the normal game state.

[0176] The ball entry target animation may be executed only in one of the following two cases: when the game is controlled to the normal game state after the end of the time-saving state following a big win, or when the power supply is interrupted in the normal game state and then restored, returning the game to the normal game state.

[0177] The left-handed shooting notification effect may be executed in either the case when the game is controlled to the normal game state after the end of the time-saving state following a big win, or when the power supply is interrupted in the normal game state and then restored, returning the game to the normal game state.

[0178] For example, if the presentation of the ball entry target presentation is different, the presentation of the presentation in at least a part of the decorative lamp 17, speaker 18 and presentation display device 25 may be made different. For example, similar to the gaming machine 10 of the above embodiment, the presentation of the presentation in at least a part of the decorative lamp 17, speaker 18 and presentation display device 25 may be made different by changing the image displayed on the presentation display device 25. For example, when the power supply is interrupted in the normal game state and then restored, returning to the normal game state, the presentation of the presentation in at least a part of the decorative lamp 17, speaker 18 and presentation display device 25 may be made different from when the initialization process is executed in conjunction with the start of power supply and the game returns to the normal game state. That is, the presentation of the presentation in the presentation execution means when the power supply is interrupted in the normal state and then restored, returning to the normal state, may be made different from the presentation of the presentation in the presentation execution means when the initialization process is executed in conjunction with the start of power supply and the game returns to the normal state.

[0179] - When the power supply is interrupted while the game is in normal gameplay mode, and then the power supply is restored and the game returns to normal gameplay mode, the system may be configured to output a sound from speaker 18 that indicates that the initialization process has not been performed. The "sound that indicates that the initialization process has not been performed" referred to here is a sound different from the initialization notification sound, and may, for example, be a return notification sound that indicates that the game has returned to normal.

[0180] - The interval time after the end of a special game in which the first chance symbol is displayed when the game is in normal play mode may be different from or the same as the interval time after the end of a special game in which the second chance symbol is displayed when the game is in normal play mode. For example, the interval time after the end of a special game in which the first chance symbol is displayed when the game is in normal play mode may be longer than the interval time after the end of a special game in which the second chance symbol is displayed when the game is in normal play mode.

[0181] The number of chance symbols does not have to be two; it may be one or more. For example, there may be chance symbols that trigger a specific trigger time-saving state when they are displayed as a confirmed stop in a special game, regardless of whether the game is in a normal game state or an effective normal game state. In addition, there may be chance symbols that trigger a specific trigger time-saving state when they are displayed as a confirmed stop in a special game, but only when the game is in a normal game state or an effective normal game state. For example, the first chance symbol may be a chance symbol that triggers a specific trigger time-saving state when they are displayed as a confirmed stop in a special game, regardless of whether the game is in a normal game state or an effective normal game state. On the other hand, for example, the second chance symbol may be a chance symbol that triggers a effectively normal game state when they are displayed as a confirmed stop in a special game, but only when the game is in a normal game state or an effective normal game state.

[0182] The effective normal game state, which is controlled when the second chance symbol is displayed as a confirmed stop in a special game, may be more advantageous than the specific trigger time-saving state, which is controlled when the first chance symbol is displayed as a confirmed stop in a special game. Furthermore, the degree of advantage of the effective normal game state may be the same as the degree of advantage of the specific trigger time-saving state.

[0183] • Regardless of which of the multiple game states is in play, the game may be configured to control the game to either a normal game state or a specially triggered time-saving state when a chance symbol is displayed as a confirmed stop. The game state controlled afterward may differ depending on the game state in which the chance symbol was displayed as a confirmed stop. For example, if the second chance symbol is displayed as a confirmed stop in a special game while the game is in a normal game state, the game may be controlled to a normal game state as a result of the second chance symbol being displayed as a confirmed stop. On the other hand, if the second chance symbol is displayed as a confirmed stop in a special game while the game is in a normal game state, the game may be configured to control the game to a specially triggered time-saving state as a result of the second chance symbol being displayed as a confirmed stop.

[0184] - The game may be configured to control the special game to

[0185] The presentation style of the ball-scoring target animation may differ, for example, depending on whether or not another animation is performed in parallel with the ball-scoring target animation. For example, if another animation is performed in parallel with the ball-scoring target animation, the presentation style of the ball-scoring target animation can be considered the same. Also, the presentation style of the ball-scoring target animation may differ, for example, depending on the differences in other animations performed in parallel with the ball-scoring target animation. For example, if another animation performed in parallel with the ball-scoring target animation is the same, the presentation style of the ball-scoring target animation can be considered the same.

[0186] - After the first jackpot game ends, the maximum number of special games that can be controlled to a specific second high-open state even if a jackpot game is not awarded (10,000 times in the above embodiment) may be changed. After the second jackpot game ends, the maximum number of special games that can be controlled to a specific second high-open state even if a jackpot game is not awarded (100 times in the above embodiment) may be changed. The maximum number of special games that can be controlled to an unspecified second high-open state even if a jackpot game is not awarded (800 times in the above embodiment) may be changed. The maximum number of special games that can be controlled to a first high-open state even if a jackpot game is not awarded (800 times in the above embodiment) may be changed. For example, the maximum number of special games that can be controlled to an unspecified second high-open state even if a jackpot game is not awarded and the maximum number of special games that can be controlled to a first high-open state even if a jackpot game is not awarded may be different. For example, the maximum number of special games that can be controlled to the first high-open state even without a jackpot game may be greater than the maximum number of special games that can be controlled to an unspecified second high-open state even without a jackpot game. For example, the maximum number of special games that can be controlled to an unspecified second high-open state even without a jackpot game may be greater than the maximum number of special games that can be controlled to the first high-open state even without a jackpot game.

[0187] In the gaming machine of the above embodiment, the types of playable performance modes may be changed. Also, even when a special game is being played, the performance mode may be temporarily not controlled. For example, when a super reach performance is being played, the background image that identifies the current performance mode may not be displayed on the performance display device 25. For example, if a super reach performance is played when the machine is controlled to a normal performance mode, the background image that identifies the normal performance mode may not be displayed on the performance display device 25 during the execution of the super reach performance. After the super reach performance ends, the background image that identifies the normal performance mode may be displayed on the performance display device 25 again. In other words, if a super reach performance is played when a display performance that shows a background image that identifies the normal performance mode is being played, the display performance that shows a background image that identifies the normal performance mode may be temporarily terminated, and after the super reach performance ends, the display performance that shows a background image that identifies the normal performance mode may be played again. In this example of modification, a super reach performance was given as an example, but it may be a normal reach performance or a performance other than a reach performance.

[0188] The type of normal performance mode controlled when the game is controlled to a normal game state after the end of the time-saving state following a big win may be different from the type of normal performance mode controlled when the game is controlled to a normal game state after the end of the time-saving state triggered by a specific event. In order to differentiate the types of normal performance modes, for example, the type of background image displayed on the performance display device 25 may be different. There may be multiple types of background images that can be displayed when the game is in a normal game state. For example, there may be multiple types of background images that can identify the normal performance mode that can be displayed when the game is in a normal game state. A display performance that shows a background image that can identify the normal performance mode can also be considered a specific performance.

[0189] The second high-open state may have the same total opening time for the first variable member 28 in one normal game as the first high-open state. Also, the second high-open state may have the same variation time for one normal game as the first high-open state. The second high-open state may have a longer variation time for one normal game than the first high-open state. For example, the second high-open state may be configured so that the average variation time for one normal game is shorter than that of the first high-open state.

[0190] The total opening time of the first variable member 28 in one normal game may differ between a specific second high-open state and a non-specific second high-open state. For example, the total opening time of the first variable member 28 in one normal game may be longer in a specific second high-open state than in a non-specific second high-open state. Conversely, the total opening time of the first variable member 28 in one normal game may be longer in a non-specific second high-open state than in a specific second high-open state. Furthermore, the variation time of one normal game may differ between a specific second high-open state and a non-specific second high-open state. In a specific second high-open state, the variation time of one normal game may be longer than in a non-specific second high-open state. Conversely, in a non-specific second high-open state, the variation time of one normal game may be longer than in a specific second high-open state. Furthermore, for example, the average time of variation in a single normal game may be different in a specific second high-open state and a non-specific second high-open state.

[0191] The probability of a normal win when a specific second high-open state is in effect may be the same as the probability of a normal win when a non-specific second high-open state is in effect, or it may be lower than the probability of a normal win when a non-specific second high-open state is in effect. Furthermore, the probability of a normal win when a non-specific second high-open state is in effect may be different from the probability of a normal win when a first high-open state is in effect. For example, the probability of a normal win when a non-specific second high-open state is in effect may be higher than the probability of a normal win when a first high-open state is in effect, or it may be lower than the probability of a normal win when a first high-open state is in effect. Furthermore, the probability of a normal win when a first high-open state is in effect may be different from the probability of a normal win when a low-open state is in effect. For example, the probability of a normal win when a first high-open state is in effect may be higher than the probability of a normal win when a low-open state is in effect, or it may be lower than the probability of a normal win when a low-open state is in effect.

[0192] • When the game is essentially in a normal playing state, it may be configured so that shooting to the right is recommended. In this case, when the first high-open state is in place, it is preferable to configure the game so that it is easier for the game ball to enter the second starting port 27 and so that shooting to the right is recommended.

[0193] In the above embodiment, the second special game is configured to be executed with priority over the first special game. However, the first and second special games may be configured to be executed in the order in which their execution is pending, regardless of the type of special game they are. Alternatively, the first special game may be configured to be executed with priority over the second special game. Furthermore, the first and second special games may be configured to be executed simultaneously. For example, when the game state is such that left-handed play is recommended, the system may be configured to execute the performance game corresponding to the first special game. On the other hand, when the game state is such that right-handed play is recommended, the system may be configured to execute the performance game corresponding to the second special game.

[0194] The advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26 may be different from the advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the second starting port 27. For example, the advantage of winning a jackpot may be different by differentiating the proportion of jackpot games with a higher advantage that are awarded when a jackpot lottery is won. Alternatively, the advantage of winning a jackpot may be different by differentiating some or all of the types of jackpot games that may be awarded when a jackpot lottery is won. For example, the advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the second starting port 27 may be configured to be higher than the advantage of winning a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26.

[0195] 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 a special game, and a small win game is granted 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. For example, if a small win symbol that can be displayed as a confirmed stop is displayed as a confirmed stop in a special game executed while the player is in a normal game state, the game will be controlled to a state in which a small win game is granted, which is neither a normal game state nor a big win game. The gaming machine of the embodiment may be embodied in a gaming machine that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) small wins are won per unit time, or the number of times (frequency) small win games are granted per unit time, is increased compared to the normal game state. In a gaming machine capable of conducting both a big win lottery and a small win lottery, both the big win lottery and the small win lottery can be considered as winning lotteries, and both the big win game and the small win game can be considered as winning games. In addition, in a gaming machine capable of conducting both a big win lottery and a small win lottery, only the big win lottery can be considered as a winning lottery, and only the big win game can be considered as a winning game. In a gaming machine that conducts a small win lottery, there may be multiple types of small win symbols. Furthermore, the type of small win game may differ depending on the type of small win symbol displayed when the game is confirmed to stop. For example, if the type of small win game is different, the manner in which the big prize opening is opened in the small win game may be different. Furthermore, the large prize slots opened during a big win game and the large prize slots opened during a small win game may be the same or different. In addition, the period during which the game can be controlled to an effective normal game state may be determined by the number of times a small win lottery is won or the number of times a small win game is granted. For example, the effective normal game state may be configured to end after two small win games have been granted since the game was controlled to that effective normal game state. The period during which the game can be controlled to a specific trigger time-saving state may be determined by the number of times a small win lottery is won or the number of times a small win game is granted.For example, a specific trigger time-saving state may be configured to terminate when two minor win games are awarded after the state is controlled to that specific trigger time-saving state. Here, two minor win games are used as an example, but it could be one or three or more.

[0196] The gaming machine of the above embodiment may be embodied in a gaming machine that awards a jackpot game when a game ball passes through a special area. For example, the gaming machine of the above embodiment may be embodied in a gaming machine (a so-called Type 1 and Type 2 mixed machine) that awards a jackpot game based on winning a jackpot in a jackpot lottery and a jackpot game based on a game ball passing through a special area. This special area is provided, for example, in a large prize slot that is opened based on winning a minor prize in a minor prize lottery conducted when a ball enters the second starting slot 27 in the above embodiment. This large prize slot may be the same as the large prize slot 29 that is opened in a jackpot game, or it may be a large prize slot different from the large prize slot 29. Incidentally, even if a game ball enters a large prize slot that has been opened based on winning a minor prize, a jackpot game will not be awarded if the game ball does not pass through the special area. For example, if a minor win game ends without a major win being awarded because the game ball does not pass through a special area during the minor win game, the system may be configured to control the game to a normal game state. For example, if a minor win game ends without a major win being awarded because the game ball does not pass through a special area during the minor win game, and the system is controlled to a normal game state, the system may be configured to execute a left-handed notification animation. The animation style of the left-handed notification animation executed in response to the end of a minor win game without the game ball passing through a special area may be the same as the animation style of the left-handed notification animation executed in the first and second situations, or it may be different from the animation style of the left-handed notification animation executed in the first and second situations. When the left-handed notification animation is executed in some or all of the third to fifth situations, the animation style of the left-handed notification animation executed in response to the end of a minor win game without the game ball passing through a special area may be the same as the animation style of the left-handed notification animation executed in any of the third to fifth situations. Furthermore, when a left-handed notification animation is performed in some or all of the situations from the third to fifth situations, the animation style of the left-handed notification animation performed when a minor win game ends without the game ball passing through the special area may differ from the animation style of the left-handed notification animation performed in any of the situations from the third to fifth situations.Conversely, for example, if the game ball does not pass through the special area during a minor win game and the game ends without a major win being awarded, and the game is controlled to a normal game state, the left-handed notification effect may be configured not to be executed. For example, if the game ball does not pass through the special area during a minor win game and the game ends without a major win being awarded, and the game is controlled to a normal game state, the ball entry target effect may be configured to be executed. The presentation mode of the ball entry target effect executed in conjunction with the end of a minor win game without the game ball passing through the special area may be the same as the presentation mode of the left-handed notification effect executed in any of the third to fifth situations. Alternatively, the presentation mode of the ball entry target effect executed in conjunction with the end of a minor win game without the game ball passing through the special area may be different from the presentation mode of the left-handed notification effect executed in any of the third to fifth situations. Conversely, for example, if the game ball does not pass through the special area during a minor win game and a major win game is not awarded, and the minor win game ends and the game is controlled to a normal game state, the game may be configured so that the ball entry target animation is not executed. A Type 1 and Type 2 mixed machine is a game machine that, as described above, is capable of conducting minor win lotteries in addition to major win lotteries.

[0197] The gaming machine of the above embodiment may be embodied in a gaming machine that can be controlled to a high-open state based on the number of times a special game is played. For example, when the number of times a special game is played without winning a jackpot while in a non-probability variation state reaches a predetermined number of times, the machine may be configured to be controllable to a high-open state. The high-open state controlled at this time may be a second high-open state. This second high-open state may be a specific second high-open state, a non-specific second high-open state, or a second high-open state that is different from both the specific second high-open state and the non-specific second high-open state. A second high-open state that is different from both the specific second high-open state and the non-specific second high-open state (hereinafter referred to as a special high-open state) may be configured such that the total opening time of the first variable member 28 in one normal jackpot game is different from at least one of the specific second high-open state and the non-specific second high-open state. The special high-open state may be configured such that the variation time of one normal game or the average variation time of one normal game is different from at least one of the specific second high-open state and the non-specific second high-open state. The special high-open state may be configured such that the normal winning probability is different from at least one of the specific second high-open state and the non-specific second high-open state.

[0198] As a gaming machine that can be controlled to be in a probability variation state, there are specifications that control the machine to be in a probability variation state until the next big win game is awarded, specifications that control the machine to be in a probability variation state until the loss lottery is won (loss machine), or specifications that control the machine to be in a probability variation state until a predetermined number of special games are completed (ST machine). In addition, among gaming machines that can be controlled to be in a probability variation state, there is a specification that controls the machine to be in a probability variation state when the game ball passes through a specific area (V probability variation machine). The gaming machine of the above embodiment may be materialized to be a gaming machine of any of these specifications. In addition, the gaming machine may be a gaming machine with specifications that combine the above-mentioned loss machine and V probability variation machine. In addition, the V probability variation machine may have a single large prize slot that generates a specific round game. The V probability variation machine may have multiple large prize slots that generate a specific round game, consisting of a large prize slot (V prize slot) that is opened in a specific round game and large prize slots that are opened in round games other than the specific round game. The gaming machine of the above embodiment may be materialized as a V-probability variation machine with any of these specifications. Furthermore, for example, the expected probability of a game ball entering a specific area may be made different depending on the type of jackpot game. For example, when materializing the gaming machine of the above embodiment as a gaming machine with specifications that combine a fall-out machine and a V-probability variation machine, the expected probability of a game ball entering a specific area may be made different for the first jackpot game and the second jackpot game. For example, the first jackpot game may be configured to have a higher expected probability of a game ball entering a specific area compared to the second jackpot game. For example, in the first jackpot game, it may be expected that a game ball will enter a specific area if the game ball is launched towards the big prize opening, while in the second jackpot game, it may be configured so that it is almost impossible to expect a game ball to enter a specific area even if the game ball is launched towards the big prize opening.

[0199] In the above embodiment, the sub-board 50 may be used as a sub-overall control board, and a display control board specializing in controlling the performance display device 25, a light emission control board specializing in controlling the decorative lamps 17, and a sound control board specializing in controlling the speakers 18 may be provided separately from the sub-board 50. Such a sub-overall control board and other boards that control the performance may be included together as a sub-board (sub-control unit).

[0200] In the above embodiment, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Also, in the above modified example, the display control board, the light emission control board and the sound control board may be arbitrarily combined to form one board or multiple boards.

[0201] The information display panel 22 may include a remaining number display unit that shows the remaining number of prize balls to be dispensed to the player. The information display panel 22 may also include a round number display unit that shows the number of rounds played during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same component (in the above embodiment, the information display panel 22); for example, some or all of the display units may be provided on a separate component from the other display units.

[0202] Next, we will describe the technical concepts that can be understood from the above embodiments and modified examples. (A-1) A gaming machine that can be controlled to a specific state which is more advantageous than the normal state, comprising: an effect execution means capable of executing an effect; and an effect control means capable of controlling the effect execution means, wherein when in the normal state, the launch of a game ball into a first area is recommended; and when in the specific state, the launch of a game ball into a second area is recommended; the effects that can be executed by the effect execution means include a specific effect and a notification effect that notifies that the launch of a game ball into the first area is recommended; and when the specific effect is being executed, the game ball is launched into the first area. A gaming machine characterized in that it is possible to identify that it is recommended to do so, the specific performance can be executed when the machine is controlled to the normal state after the termination of the specific state, or when the power supply is interrupted in the normal state and then resumed, returning to the normal state, and the notification performance can be executed at least when the machine is controlled to the normal state after the termination of the specific state, or when the power supply is interrupted in the normal state and then resumed, returning to the normal state.

[0203] (A-2) A gaming machine according to the technical concept of (A-1), comprising an initialization control means capable of executing an initialization process when power supply is started, wherein when the initialization process is executed upon the start of power supply and the machine returns to the normal state, the machine is capable of executing the specific performance among the specific performance and the notification performance.

[0204] (A-3) A gaming machine according to (A-2) in which the performance mode of the specific performance that is performed when the power supply is interrupted in the normal state and then the power supply is resumed and the normal state is restored is different from the performance mode of the specific performance that is performed when the initialization process is executed in conjunction with the start of power supply and the normal state is restored.

[0205] (A-4) A gaming machine according to any one of the technical concepts (A-1) to (A-3), wherein the notification effect is terminated after a predetermined time has elapsed and is not executed continuously, and the specific effect is executed continuously even after a predetermined time has elapsed.

[0206] (A-5) A gaming machine according to any one of the technical concepts (A-1) to (A-4), wherein when a jackpot is won in the jackpot lottery, a jackpot result is derived in the variable game, and thereafter a jackpot game is granted, and when a special result that can be derived when a jackpot is not won in the variable game executed in the normal state is derived, the machine is configured to be controlled to a special state that is different from both the normal state and the specific state, the special state is more advantageous than the normal state, and when the special state ends without a jackpot occurring and the machine is controlled to the normal state, the notification effect is not executed.

[0207] (A-6) A gaming machine according to any one of the technical concepts (A-1) to (A-4), wherein when a jackpot is won in the jackpot lottery, a jackpot result is derived in the variable game, and thereafter a jackpot game is granted, and when a special result that can be derived when a jackpot is not won in the variable game executed while in the normal state is derived, the machine is configured to be controlled to a special state that is different from both the normal state and the specific state, the special state is more advantageous than the normal state, and when the special state ends without a jackpot occurring while in the special state and the machine is controlled to the normal state, the notification effect can be executed. [Explanation of symbols]

[0208] 10...Pachinko game machine (game machine) 17...Decorative lamp 18...Speaker 20...Game board 21...Game area 22...Information display panel 25...Performance display device 26...First start opening 27...Second start opening 28...First variable component 29...Big prize opening 34...Out opening 40...Main board 41...Main CPU 42...Main ROM 43...Main RWM 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RWM 60...Power supply unit 61...Power switch 62...Backup power supply R1a...Right side area R2a...Left side area SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor

Claims

[Claim 1] In a gaming machine that can be controlled to a specific state that is more advantageous than the normal state, A means for executing a performance that can carry out a performance, A performance control means capable of controlling the performance execution means, It includes an initialization control means that can perform initialization processing when power supply is started, In the aforementioned normal state, the system is configured to recommend launching game balls into the first area. When the aforementioned specific state is in place, the system is configured to recommend launching the game ball into the second area. The effects that can be executed by the aforementioned effect execution means include a specific effect and a notification effect that notifies that the launch of a game ball into the first area is recommended. When the aforementioned specific performance is being executed, it is possible to determine that it is recommended to launch the game ball into the first area. The aforementioned specific performance can be executed in either the case when the system is controlled to the normal state after the termination of the aforementioned specific state, or when the power supply is interrupted in the normal state and then resumed, returning the system to the normal state. The notification effect is executed when the system is controlled to the normal state after the termination of the specific state, and when the power supply is interrupted in the normal state and then resumed, returning to the normal state, but not when the power supply is interrupted in the normal state and then resumed, returning to the normal state. When the initialization process is executed and the system returns to the normal state as power supply is initiated, the specific performance is executed, and the notification performance is not executed. The gaming machine is characterized in that the performance mode of the specific performance that is performed when the power supply is interrupted in the normal state and then resumed and the normal state is restored is different from the performance mode of the specific performance that is performed when the initialization process is executed in conjunction with the start of power supply and the normal state is restored.