Game machine
The gaming machine addresses the lack of engaging mode transitions by executing variable games based on lottery results and displaying mode transition effects, enhancing player engagement.
Patent Information
- Application Number
- JP2023115314
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-13
- Publication Date
- 2025-01-24
- Estimated Expiration
- 2043-07-13
AI Technical Summary
Existing gaming machines lack engaging mode transition performances that enhance player interest during performance mode shifts.
A gaming machine that executes variable games based on winning lottery results, includes performance execution and control means, and transitions modes after confirming results, displaying mode transition effects.
Enhances player interest by providing dynamic and engaging mode transitions through performance mode control and display effects.
Smart Images

Figure 2025012462000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some pachinko machines, which are a type of gaming machine, diversify the presentation by controlling the machine to one of a plurality of presentation modes. Some of these gaming machines are capable of controlling the machine to change the presentation mode on the condition that a predetermined number of variable games have been played since the machine was controlled to a predetermined presentation mode. In these gaming machines, when changing the presentation mode, a mode change presentation may be executed to indicate that the presentation mode is changing.
[0003] For example, in the gaming machine of Patent Document 1, the game may transition to a special mode or an associated mode on the condition that 100 variable games have been executed since control was placed in the first special mode. Also, in the gaming machine of Patent Document 1, the transition of the presentation mode is indicated by executing a continuation possible / not possible presentation during the execution of the 100th variable game since control was placed in the first special mode. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2019-5439 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, in such gaming machines, there is still room for further improvement in the mode transition presentation that indicates a transition of presentation modes in order to increase the interest of the player. [Means for solving the problem]
[0006] The gaming machine that solves the above problem is a gaming machine capable of executing a variable game based on the result of a winning lottery, and is equipped with a performance execution means that executes a performance, a performance control means that controls the performance execution means, and a mode control means that controls the performance mode to one of a plurality of performance modes, and in the variable game, provisional result information indicating the result of the winning lottery is displayed after provisional result information indicating the result of the winning lottery is displayed, the performance modes include a first performance mode and a second performance mode, the mode control means is capable of control to transition from the first performance mode to the second performance mode on the condition that a specific number of times of the variable game are executed after control to the first performance mode, the performance control means is capable of control to execute a mode transition performance indicating that the presentation mode is transitioning as the presentation mode transitions from the first presentation mode to the second presentation mode, and the mode transition performance is executed at a timing after the provisional result information is displayed and before the final result information is displayed in the specific number of times of the variable game after control to the first presentation mode. Effect of the Invention
[0007] According to the present invention, it is possible to increase the interest of the player. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a front view showing a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view showing the game board. [Diagram 3] FIG. 3(a) is an explanatory diagram showing the types of big winning symbols, and FIG. 3(b) is an explanatory diagram showing the types of special winning symbols. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Diagram 5] FIG. 5 is an explanatory diagram showing a transition of the gaming state. [Figure 6] FIG. 6 is an explanatory diagram showing the types of rendering modes. [Figure 7] FIG. 7 is an explanatory diagram showing the transition of the presentation mode. [Figure 8] 8(a) to 8(f) are explanatory diagrams showing aspects of presentations in the second variation game after control is put into the time-shortening state. [Figure 9] FIG. 9 is a timing chart showing a specific example of the flow of control when a mode transition effect is executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes a launch handle HD operated by a player when launching a gaming ball. The pachinko gaming machine 10 includes a speaker SP that outputs sound. The speaker SP can output sound such as music and sound effects to perform various notifications (hereinafter referred to as audio notifications) and various effects (hereinafter referred to as audio effects). The pachinko gaming machine 10 includes a decorative lamp LA having a light-emitting body not shown. The decorative lamp LA can perform various notifications (hereinafter referred to as light-emitting notifications) and various effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and turning off the light-emitting body. The pachinko gaming machine 10 includes an effect button D1 and a cross key D2 as examples of operation means capable of performing a predetermined operation. The effect button D1 and the cross key D2 will be described in detail later.
[0010] The pachinko game machine 10 includes a game board YB. A game area YBa is formed on the front side of the game board YB, into which game balls can flow. In this embodiment, game balls launched by operating the launch handle HD reach the game area YBa. The game board YB includes an opening window YBb in the approximate center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0011] As shown in FIG. 2, the pachinko gaming machine 10 is equipped with a performance display device 12 having an image display unit GH capable of displaying an image. The performance display device 12 is attached to the game board YB so that the image display unit GH is visible through an opening window YBb (center frame W) of the game board YB when viewed from the front. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The performance display device 12 can execute various notifications (hereinafter referred to as display notifications) and various performances (hereinafter referred to as display performances) by displaying various images. In this embodiment, the performance display device 12 corresponds to a performance execution means that executes a performance.
[0012] The pachinko gaming machine 10 includes an information display device 13 capable of displaying predetermined information. The information display device 13 is provided at a position on the game board YB that is visible to the player. The information display device 13 includes a first special symbol display section 13a. The first special symbol display section 13a is capable of executing a first special symbol variation game in which a predetermined symbol is variably displayed and the first special symbol is finally displayed as a fixed and stopped symbol. The information display device 13 includes a second special symbol display section 13b. The second special symbol display section 13b is capable of executing a second special symbol variation game in which a predetermined symbol is variably displayed and the second special symbol is finally displayed as a fixed and stopped symbol. The first special symbol and the second special symbol are symbols for notifying the result of a special winning lottery, which will be described later.
[0013] In the following description, the special winning lottery for the first special symbol is abbreviated to "first special winning lottery," and the special winning lottery for the second special symbol is abbreviated to "second special winning lottery." The first special symbol changing game is abbreviated to "first special game," and the second special symbol changing game is abbreviated to "second special game." The first special game and the second special game are collectively referred to as "special games." In this specification, "changing display" means a state in which the type of the displayed symbol changes over time. In this specification, "determined stop display" means a state in which the symbol is definitively displayed and the type of the displayed symbol does not change. With respect to symbols, "determined stop display" and "derivation" have the same meaning.
[0014] The special symbols that can be derived in the first special symbol display section 13a and the second special symbol display section 13b include a special winning symbol as a special winning result, a jackpot symbol as a jackpot result, and a losing symbol as a losing result. In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, when a special winning is won in the special winning lottery, a special winning symbol is derived in the special game, and a special winning game is generated after the special game ends. The special winning game will be described in detail later. Also, when a jackpot is won in the special winning lottery, a jackpot symbol is derived in the special game, and a jackpot game is generated after the special game ends. In the following description, a jackpot won in the special winning lottery may be referred to as a "pattern winning", and a jackpot game generated when a jackpot is won in the special winning lottery may be referred to as a "pattern winning game". The jackpot game will be described in detail later. On the other hand, if neither the special win nor the jackpot is won in the special win lottery, a losing symbol is drawn in the special game. That is, in the first special symbol display section 13a and the second special symbol display section 13b of this embodiment, a special game can be executed in which the special symbols are changed and stopped based on the result of the special win lottery.
[0015] The information display device 13 includes a first special hold display section 13c. The first special hold display section 13c displays information that can identify the number of first special games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of first special games that are on hold is indicated as the "first special hold number". In this embodiment, the maximum value of the first special hold number is "4". The information display device 13 includes a second special hold display section 13d. The second special hold display section 13d displays information that can identify the number of second special games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of second special games that are on hold is indicated as the "second special hold number". In this embodiment, the maximum value of the second special hold number is "1".
[0016] The information display device 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e can execute a normal symbol variation game in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. The normal symbol is a symbol for notifying the result of a normal lottery, which will be described later. In the following description, the normal symbol variation game is abbreviated to "normal game." The normal symbols that can be derived to the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal winning symbol is won in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game is generated after the normal game ends.
[0017] The information display device 13 includes a regular hold display section 13f. The regular hold display section 13f displays information that can identify the number of regular games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of regular games on hold is referred to as the "regular hold number." In this embodiment, the maximum value of the regular hold number is "1." Note that each display section in the information display device 13 does not need to be provided on one display device, and may be provided on different parts. In addition, the information display device 13 may include a right hit display section that displays information instructing a so-called "right hit" and a round display section that notifies the upper limit number of rounds of play, which will be described later.
[0018] A plurality of winning holes into which game balls can enter are formed on the game board YB. The plurality of winning holes are open to the game area YBa. The plurality of winning holes include a first start winning hole 14, a second start winning hole 15, a first large winning hole 18, and a second large winning hole 21. The plurality of winning holes may include a winning hole different from these winning holes.
[0019] The first start winning opening 14 is a winning opening through which a game ball enters to establish the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start winning opening 14 is located below the performance display device 12. The first start winning opening 14 is always open so that game balls can enter. The pachinko game machine 10 is equipped with a first start winning sensor SE1 that detects a game ball that has entered the first start winning opening 14 (see FIG. 4). In this embodiment, when a game ball is detected by the first start winning sensor SE1, the reservation conditions for the first special game can be established and the payout conditions for a predetermined number of prize balls are established.
[0020] The second start winning opening 15 is a winning opening through which a game ball enters to establish the conditions for awarding prize balls and the reservation conditions for the second special game. As an example, the second start winning opening 15 is located to the right of the performance display device 12. The pachinko game machine 10 is equipped with a second start winning sensor SE2 that detects a game ball that enters the second start winning opening 15 (see FIG. 4). In this embodiment, when a game ball is detected by the second start winning sensor SE2, the reservation conditions for the second special game may be established and the payout conditions for a predetermined number of prize balls are also established.
[0021] The pachinko game machine 10 is provided with a normal movable piece 16 that can be in a first operating state in which the game ball cannot enter the second start winning hole 15, and a second operating state in which the game ball can enter the second start winning hole 15. The normal movable piece 16 is always in the first operating state, and operates to the second operating state when a normal winning game is generated. In other words, when a normal winning game is generated, the second start winning hole 15 becomes capable of receiving the game ball. The game board YB is provided with a first solenoid SL1 as a means for operating the normal movable piece 16 (see FIG. 4).
[0022] The first large prize opening 18 is an opening through which game balls enter in order to establish the conditions for awarding prize balls. As an example, the first large prize opening 18 is located below the second start prize opening 15. The pachinko game machine 10 is equipped with a first count sensor SE3 that detects game balls that enter the first large prize opening 18 (see FIG. 4). Specifically, in this embodiment, when a game ball is detected by the first count sensor SE3, the conditions for paying out a predetermined number of prize balls are established.
[0023] The pachinko game machine 10 is provided with a first special opening / closing piece 19 that can be in an open state in which the first large prize opening 18 is opened so that game balls can enter, and in a closed state in which the first large prize opening 18 is closed so that game balls cannot enter. For example, the first special opening / closing piece 19 may be a door-like member that opens and closes the first large prize opening 18. The first special opening / closing piece 19 is always in a closed state, and operates to an open state when a special winning game is generated. That is, when a special winning game is generated, the first large prize opening 18 is opened so that game balls can enter. The game board YB is provided with a second solenoid SL2 as a means for operating the first special opening / closing piece 19 (see FIG. 4).
[0024] A passage 26 is provided at the back of the first large prize opening 18, through which the gaming ball that entered the first large prize opening 18 can pass. The passage 26 is provided so as to branch into a first passage 26a and a second passage 26b at a branching portion 27 downstream of the first large prize opening 18.
[0025] The branching section 27 is provided with a distribution shutter 28 which distributes the gaming ball that has entered the first large prize opening 18 to the first passage 26a or the second passage 26b by the operation of a fourth solenoid SL4 (see FIG. 4). The distribution shutter 28 operates so as to be capable of taking a first distribution state in which the gaming ball that has entered the first large prize opening 18 is distributed to the first passage 26a, and a second distribution state in which the gaming ball is distributed to the second passage 26b. The distribution shutter 28 operates in a predetermined operating pattern when a predetermined operating condition is established.
[0026] The pachinko game machine 10 includes a specific passage sensor SE5 that detects a game ball that enters the first large prize opening 18 and passes through a specific area in the first passage 26a (see FIG. 4). The specific area is a so-called V area. Although details will be described later, in this embodiment, when the first large prize opening 18 is opened in a special winning game, a big win occurs when the game ball that entered the first large prize opening 18 passes through a specific area in the first passage 26a and is detected by the specific passage sensor SE5, and a big win game occurs. In this embodiment, the allocation of the game ball that entered the first large prize opening 18 to either the first passage 26a or the second passage 26b can also be understood as a winning lottery for a special feature. In this case, the allocation of the game ball that entered the first large prize opening 18 to the first passage 26a corresponds to winning a big win in the winning lottery for a special feature. In the following description, a jackpot won in a prize draw may be referred to as a "prize win," and a jackpot game that occurs when a jackpot is won in a prize draw may be referred to as a "prize win-based jackpot game." In other words, the pachinko game machine 10 in this embodiment is a game machine that can generate a jackpot game based on a symbol win and a jackpot game based on a prize win (a so-called "type 1 / type 2 mixed machine").
[0027] The second large prize opening 21 is an opening through which game balls enter in order to establish the conditions for awarding prize balls. As an example, the second large prize opening 21 is located below the first large prize opening 18. The pachinko game machine 10 is equipped with a second count sensor SE4 that detects game balls that enter the second large prize opening 21 (see FIG. 4). Specifically, in this embodiment, when a game ball is detected by the second count sensor SE4, the conditions for paying out a predetermined number of prize balls are established.
[0028] The pachinko game machine 10 is provided with a second special opening / closing piece 22 that can be in an open state in which the second large winning opening 21 is opened so that the game balls can enter, and in a closed state in which the second large winning opening 21 is closed so that the game balls cannot enter. For example, the second special opening / closing piece 22 may be a door-like member that opens and closes the second large winning opening 21. The second special opening / closing piece 22 is always in a closed state, and operates to an open state when a jackpot game is generated. That is, when a jackpot game is generated, the second large winning opening 21 is opened so that the game balls can enter. The game board YB is provided with a third solenoid SL3 as a means for operating the second special opening / closing piece 22 (see FIG. 4). In this embodiment, in a jackpot game, the second large winning opening 21 is opened, and the condition for awarding a prize ball is met when a game ball that has entered the second large winning opening 21 is detected by the second count sensor SE4. That is, in this embodiment, in a jackpot game, a game ball can be acquired as a prize ball.
[0029] The game board YB has a gate 23. As an example, the gate 23 is located above the second start winning hole 15. The gate 23 has a gate opening 23a formed therein. The gate opening 23a is always open so that game balls can enter the gate. The pachinko game machine 10 has a gate sensor SE6 that detects game balls that have entered the gate opening 23a (see FIG. 4). The gate opening 23a is an entry opening through which game balls can enter in order to establish the start conditions for the normal game. Even if a game ball enters the gate opening 23a, the conditions for awarding prize balls are not established.
[0030] Next, the path along which the gaming ball flows in this embodiment will be described. The pachinko game machine 10 configured as above has a plurality of paths through which the game balls flow down in the game area YBa according to the launch strength of the game balls. The paths through which the game balls flow down can also be understood as the areas through which the game balls flow down. The plurality of paths include a first path R1 that flows down the left side of the center frame W (performance display device 12) and a second path R2 that flows down the right side of the center frame W (performance display device 12). The first path R1 and the second path R2 may overlap in part or may not overlap in whole. In the following description, the area located to the left of the center line CL that bisects the game area YBa to the left and right when the game board YB is viewed from the front is referred to as the left area R1a, and the area located to the right of the center line CL is referred to as the right area R2a. That is, in this embodiment, the path that flows down the left area R1a is the first path R1, and the path that flows down the right area R2a is the second path R2.
[0031] A player can adjust the launch strength of the game ball by operating the launch handle HD to hit the game ball into the left area R1a or the right area R2a. The first start winning hole 14 is open on the first path R1 (left area R1a). Therefore, if the game ball is launched with the launch strength adjusted to be weak, the game ball is likely to flow down the left area R1a and may enter the first start winning hole 14. On the second path R2 (right area R2a), the gate hole 23a, the second start winning hole 15, the first large winning hole 18, and the second large winning hole 21 are open in order from upstream. Therefore, if the game ball is launched with the launch strength adjusted to be strong, the game ball is likely to flow down the right area R2a and may enter the second start winning hole 15, the first large winning hole 18, the second large winning hole 21, or the gate hole 23a.
[0032] In the following description, the launch of a game ball toward the left side region R1a by launching the game ball with a launch strength that makes it easy for the game ball to flow down the first path R1 may be referred to as a "left hit." Also, the launch of a game ball with a launch strength that makes it easy for the game ball to flow down the second path R2 may be referred to as a "right hit."
[0033] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko game machine 10 of this embodiment includes a non-time-shortening state and a time-shortening state as a plurality of game states with different degrees of advantage for the player. In this embodiment, the non-time-shortening state and the time-shortening state are game states in which the average fluctuation time of the special game is different. Specifically, the time-shortening state of this embodiment is a state in which the average fluctuation time of the special game is shorter than that of the non-time-shortening state. Also, in this embodiment, the non-time-shortening state and the time-shortening state are game states in which the probability of the game ball entering the second start winning hole 15 is different. Specifically, the time-shortening state of this embodiment is a state in which the probability of the game ball entering the second start winning hole 15 is higher than that of the non-time-shortening state. In other words, in this embodiment, the time-shortening state is a ball-entry rate improvement state in which the ball-entry rate of the game ball into the second start winning hole 15 is improved compared to the non-time-shortening state.
[0034] For example, the ball entry rate of the game balls into the second start winning hole 15 can be improved by performing one of the three controls described below, which is arbitrarily selected, or by performing a combination of the controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game. The second control is a normal symbol probability variation control that varies the probability of winning a normal win in a normal lottery (normal win probability) to a high probability. The third control is an operation time extension control that lengthens the total operation time during which the normal movable piece 16 operates in the second operation state in one normal win game. The operation time extension control may be at least one of a control that increases the number of times the normal movable piece 16 operates in the second operation state in one normal win game, and a control that lengthens the operation time of one operation when the normal movable piece 16 operates in the second operation state in a normal win game.
[0035] In particular, in this embodiment, the operating time during which the normal movable piece 16 operates in the second operating state in one normal winning game in the non-time-saving state is short enough that the game ball cannot actually enter the second start winning hole 15. Therefore, in this embodiment, in the non-time-saving state, it is more advantageous for the player to shoot the game ball to the left region R1a than to shoot the game ball to the right region R2a. In other words, the non-time-saving state can be said to be a game state in which hitting from the left is recommended.
[0036] On the other hand, in this embodiment, the operating time during which the normal movable piece 16 operates in the second operating state in one normal winning game in the time-saving state is long enough for the game ball to enter the second start winning hole 15. Therefore, in this embodiment, in the time-saving state, it is more advantageous for the player to shoot the game ball to the right area R2a than to the left area R1a. In other words, the time-saving state can be said to be a game state in which right-handed hitting is recommended.
[0037] Next, a special winning game in the pachinko gaming machine 10 of this embodiment will be described. The special winning game is started after the end of the special game in which the special winning symbol is derived. In the special winning game, a special feature game is played to open the first large winning hole 18. Specifically, in the special feature game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the special feature game. In the special feature game, an opening game is played to open the first large winning hole 18 after the opening time has elapsed. The opening game is ended when a first opening end condition is met in which a predetermined upper limit number of game balls (in this embodiment, one ball) enter the hole, or a second opening end condition is met in which a predetermined upper limit time has elapsed. In the opening game of the special feature game, the first large winning hole 18 is opened to be in a predetermined opening mode. Specifically, in this embodiment, the first large winning hole 18 is opened at the start of the opening game and closed at the end of the opening game. That is, in this embodiment, the first special opening / closing piece 19 operates to the open state when the opening game starts, and operates to the closed state when the opening game ends. Also, in this embodiment, a predetermined effect is performed during the opening game in the role game. For example, the predetermined effect is an opening game effect indicating that the opening game for opening the first large winning opening 18 is being executed. After that, in the role game, a predetermined effect is performed for a predetermined ending time. For example, the predetermined effect is an ending effect indicating the end of the role game.
[0038] In the special winning game of this embodiment, if the game ball passes through a specific area in the first passage 26a during the role game, a big win game based on the role win occurs after the role game ends. After that, the special winning game ends with the end of the big win game based on the role win. On the other hand, if the game ball does not pass through a specific area in the first passage 26a during the role game, the special winning game ends with the end of the role game.
[0039] Next, the jackpot game in this embodiment will be described. In the following description, when simply referring to a "jackpot game", it is intended to include both a "jackpot game based on a symbol hit" and a "jackpot game based on a bonus hit".
[0040] In the big win game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the big win game. In the big win game, after the opening time has elapsed, a round game in which the second large winning hole 21 is opened is performed up to a predetermined upper limit number of times. One round game is ended when a first round end condition in which a predetermined upper limit number of game balls (10 in this embodiment) enters the hole, or a second round end condition in which a predetermined upper limit time has elapsed, is met. In the round game, the second large winning hole 21 is opened to a predetermined open state. Specifically, in this embodiment, the second large winning hole 21 is opened at the start of the round game and closed at the end of the round game. That is, in this embodiment, the second special opening / closing piece 22 operates to an open state at the start of the round game and operates to a closed state at the end of the round game. In this embodiment, a predetermined performance is performed during the round game. For example, the predetermined effect is a round effect indicating that a round game in which the second large winning port 21 is opened is being played. When the final round game ends, in the jackpot game, the predetermined effect is played for a predetermined ending time. For example, the predetermined effect is an ending effect indicating the end of the jackpot game. Then, the jackpot game ends as the ending time passes.
[0041] Next, the types of wins (big wins and special wins) in this embodiment will be explained. As shown in FIG. 3(a), the pachinko game machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are each determined to correspond to a type of jackpot game. The types of jackpot symbols can also be understood as types of jackpots.
[0042] In this embodiment, the jackpot patterns of the special symbols are classified into three groups, ZA, ZB, and ZC, at a predetermined ratio. Specifically, in this embodiment, of the 100 types of 1st special symbol jackpot patterns, 10 types of jackpot patterns are classified into ZA, 40 types of jackpot patterns are classified into ZB, and 50 types of jackpot patterns are classified into ZC. In addition, in this embodiment, all of the 100 types of 2nd special symbol jackpot patterns are classified into ZA.
[0043] In the following explanation, a jackpot based on a jackpot pattern classified as pattern ZA will be referred to as a "jackpot ZA", a jackpot based on a jackpot pattern classified as pattern ZB will be referred to as a "jackpot ZB", and a jackpot based on a jackpot pattern classified as pattern ZC will be referred to as a "jackpot ZC". In addition, in the following explanation, the jackpot games based on the jackpots ZA, ZB, and ZC will be referred to as "jackpot games ZA", "jackpot games ZB", and "jackpot games ZC", respectively.
[0044] In this embodiment, in the jackpot game ZA, the upper limit number of rounds is set to 10. In the jackpot games ZB and ZC, the upper limit number of rounds is set to 3. In this embodiment, in each of the jackpot games ZA to ZC, the upper limit time for each round is set to 25 seconds.
[0045] In this embodiment, after the end of the big win game based on the symbol hit, the time-saving state may be controlled. Specifically, after the end of the big win games ZA and ZB, the time-saving state is controlled. On the other hand, after the end of the big win game ZC, the time-saving state is controlled.
[0046] As shown in FIG. 3(b), the pachinko game machine 10 of the present embodiment has a plurality of types of special winning symbols as special winning symbols of special symbols. The types of special winning games are respectively determined for the plurality of types of special winning symbols. The types of special winning symbols can also be understood as the types of special winnings.
[0047] In this embodiment, the special winning symbols of the special symbols are classified into two groups, Za and Zb, at a predetermined ratio. Specifically, in this embodiment, of the 100 types of the second special symbols, 50 types of the special winning symbols are classified into Za and 50 types of the special winning symbols are classified into Zb. In this embodiment, the first special symbols do not include the special winning symbols. That is, in this embodiment, the special winning symbols are not derived in the first special game.
[0048] In the following description, a special win based on a special winning symbol classified as Za is referred to as a "special win Za", and a special win based on a special winning symbol classified as Zb is referred to as a "special win Zb". In addition, in the following description, special win games based on the special win Za and special win Zb are referred to as "special win game Za" and "special win game Zb", respectively.
[0049] In the special winning game of this embodiment, the first special opening / closing piece 19 operates in a different operation pattern depending on the type of special winning. Specifically, in each of the special winning games Za and Zb, the first special opening / closing piece 19 operates in an operation pattern that allows the game ball to enter the first large winning hole 18.
[0050] In addition, in the special winning game of this embodiment, the distribution shutter 28 operates in a certain operation pattern. In this operation pattern, the distribution shutter 28 operates in a first distribution state in which the game ball that entered the first large winning opening 18 is distributed to the first passage 26a, and in a second distribution state in which the game ball that entered the first large winning opening 18 is distributed to the second passage 26b.
[0051] In this embodiment, when the game ball passes through a specific area in the first passage 26a in the special winning game and is detected by the specific passage sensor SE5, a big win occurs, and the big win game occurs after the special winning game ends. In the following description, the game ball passing through a specific area in the first passage 26a in the special winning game and being detected by the specific passage sensor SE5 is referred to as a "specific condition."
[0052] In this embodiment, in each of the special winning games Za and Zb, the first special opening / closing piece 19 is operated in an operation pattern that allows the game ball to enter the first large winning opening 18, and the distribution shutter 28 is operated in an operation pattern that allows the game ball that entered the first large winning opening 18 to pass through the first passage 26a. Therefore, in each of the special winning games Za and Zb, a specific condition may be established and a big winning game may occur. In particular, in each of the special winning games Za and Zb, in this embodiment, if the game ball is hit to the right during the special winning game, the first special opening / closing piece 19 and the distribution shutter 28 are operated in an operation pattern that allows the game ball to enter the first large winning opening 18 and pass through the first passage 26a with an extremely high probability. That is, in this embodiment, in each of the special winning games Za and Zb, if the game ball is hit to the right during the special winning game, there is an extremely high probability that a specific condition will be established and a big winning game will occur.
[0053] In the following description, the big win games which occur when specific conditions are met in the special win game Za and the special win game Zb are referred to as the "big win game Za" and the "big win game Zb", respectively.
[0054] In this embodiment, in the big win game Za, the upper limit number of round games is set to 10 times. That is, in this embodiment, in the special win game Za, the big prize opening is opened a total of 11 times, including one opening game in the accessory game and ten round games in the big win game. In the big win game Zb, the upper limit number of round games is set to 6 times. That is, in this embodiment, in the special win game Zb, the big prize opening is opened a total of seven times, including one opening game in the accessory game and six round games in the big win game.
[0055] In this embodiment, the upper limit time for each round of the jackpot games Za and Zb is set to 25 seconds. Also, in this embodiment, the upper limit number of game balls that can be entered in each round of the jackpot games Za and Zb is set to 10.
[0056] In this embodiment, after the big win game based on the hit of the role ends, the time-saving state may be controlled. Specifically, after the big win game Za, Zb ends, the time-saving state is controlled.
[0057] Next, the termination conditions when the time-saving state ends will be described. In the pachinko game machine 10 of this embodiment, the time-saving state may end when a jackpot game is started. In other words, the end condition for ending the time-saving state includes a jackpot end condition that is established when a jackpot game is started.
[0058] In the pachinko game machine 10 of this embodiment, the time-saving state may end when a special game is executed a predetermined number of times as the upper limit number of times after being controlled to the time-saving state. In other words, in this embodiment, the end condition for ending the time-saving state includes a number-of-times end condition that is established when a special game is executed a predetermined number of times after being controlled to the time-saving state. In this embodiment, the number of times of operation in the number-of-times end condition is 100 times regardless of the type of jackpot game that has occurred.
[0059] In the pachinko game machine 10 of this embodiment, the time-saving state may end when the number of times that the special winning symbol is derived in the special game reaches a predetermined upper limit number of times. In other words, the end condition for ending the time-saving state includes a special winning end condition that is established when the special winning symbol is derived in the special game. In this embodiment, the special winning symbol is derived in the special game when a special winning is won in the special winning lottery. Therefore, in this embodiment, the special winning end condition can also be understood as a condition that is established when a special winning is won in the special winning lottery. In this embodiment, the upper limit number of times that the special winning end condition can be won is one regardless of the type of jackpot game that has occurred.
[0060] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the performance display device 12 is capable of executing a performance pattern change game in which performance patterns are variably displayed in multiple rows and a final combination of performance patterns is derived. In the following explanation, the performance pattern change game is abbreviated to "performance game." Performance patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display performance. In this embodiment, the performance game is performed by variably displaying (scrolling) the first, second, and third pattern rows in a predetermined direction, respectively.
[0061] The effect game is started with the start of the special game and is ended with the end of the special game. Specifically, in the effect game, the effect symbols are temporarily displayed in a stopped state in each of the first to third symbol rows (hereinafter, referred to as a "temporary stop display"), and then the effect symbols temporarily displayed in each symbol row are displayed as a fixed stop display, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols according to the special symbols derived in the special game is derived. Specifically, when a big win symbol (a big win result) is derived in the special game, a big win symbol combination by the effect symbols is derived in the effect game. Furthermore, when a special win symbol (a special win result) is derived in the special game, a symbol combination of a special win by the effect symbols is derived in the effect game. And, when a losing symbol (a losing result) is derived in the special game, a losing symbol combination by the effect symbols is derived in the effect game. In the following description, the special game and the effect game may be collectively referred to as a "variable game".
[0062] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 4, the pachinko gaming machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs control signals such as control commands, which are an example of control information, depending on the results of the processes. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes a predetermined process based on the control signal input from the main control board 40.
[0063] The main control board 40 will now be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 41a) and a storage unit (memory). The main control CPU 41a executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 41b) from which information can be read but to which information cannot be written, and a RAM area (hereinafter referred to as the main control RAM 41c) from which information can be read and written.
[0064] The main control ROM 41b stores judgment values and tables used for various judgments and lotteries. The main control ROM 41b stores a plurality of types of fluctuation patterns. The fluctuation pattern is fluctuation information capable of identifying the content of the special game. In particular, in this embodiment, the fluctuation pattern is information capable of identifying the fluctuation time from the start to the end of the special game. The fluctuation pattern may be information capable of identifying the content of the performance performed during the execution of the special game. In addition, the main control ROM 41b stores a plurality of types of fluctuation pattern tables as the fluctuation pattern tables used when determining the fluctuation pattern. In this embodiment, the fluctuation pattern table is a set of judgment values to be referred to when determining the fluctuation pattern.
[0065] The main control RAM 41c stores various information that is rewritten depending on the results of processing by the main control CPU 41a. For example, the information stored in the main control RAM 41c includes flags, counters, and timers. The microprocessor 41 includes a random number circuit (not shown) that generates hardware random numbers. The microprocessor 41 may be capable of generating software random numbers through random number generation processing by the main control CPU 41a. The main control CPU 41a, the main control ROM 41b, and the main control RAM 41c are not limited to being configured on a single chip as the microprocessor 41, and may be configured separately from each other.
[0066] The main control CPU 41a is connected to the first start winning sensor SE1, the second start winning sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific passing sensor SE5, and the gate sensor SE6. The main control CPU 41a is configured to be able to input detection signals output when each sensor detects a gaming ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to be able to control the display contents of the information display device 13.
[0067] The main control CPU41a is connected to the first solenoid SL1, the second solenoid SL2, the third solenoid SL3, and the fourth solenoid SL4. The main control CPU41a is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU41a is configured to be able to control the operation of the first special opening / closing piece 19 by controlling the second solenoid SL2. The main control CPU41a is configured to be able to control the operation of the second special opening / closing piece 22 by controlling the third solenoid SL3. The main control CPU41a is configured to be able to control the operation of the distribution shutter 28 by controlling the fourth solenoid SL4.
[0068] Next, the sub-control board 50 will be described in detail. The sub-control board 50 includes a sub-control CPU 50a, a sub-control ROM 50b, and a sub-control RAM 50c. The sub-control CPU 50a executes a program for sub-control to perform various processes related to the presentation. The sub-control ROM 50b stores the sub-control program and a judgment value used for a predetermined lottery. The sub-control ROM 50b stores display presentation data used for display presentation, light-emitting presentation data used for light-emitting presentation, and audio presentation data used for audio presentation.
[0069] The sub-control RAM 50c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 50c is a flag, a counter, a timer, etc. In this embodiment, the sub-control board 50 is also configured to be capable of generating software random numbers by a random number generation process performed by the sub-control CPU 50a. The sub-control board 50 may also be equipped with a random number generation circuit and be capable of generating hardware random numbers.
[0070] The sub-control CPU 50a is connected to the performance display device 12. The sub-control CPU 50a is configured to be able to control the display contents of the performance display device 12. The sub-control CPU 50a is connected to a decorative lamp LA. The sub-control CPU 50a is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control CPU 50a is connected to a speaker SP. The sub-control CPU 50a is configured to be able to control the output mode of the speaker SP. In this way, in this embodiment, the sub-control CPU 50a functions as a performance control means that controls the performance execution means.
[0071] The sub-control CPU 50a is connected to the effect button D1 and the cross key D2. In this embodiment, the effect button D1 and the cross key D2 are button-type means configured to be able to be pressed. The effect button D1 and the cross key D2 are not limited to being button-type, and may be touch sensor type, or may be configured to function as a touch panel type means using a predetermined display device. The effect button D1 and the cross key D2 may be configured to include multiple operable parts. In one example of this embodiment, the effect button D1 is configured to include a single operable part. The cross key D2 is configured to include multiple operable parts such as the left key D2l, the right key D2r, the up key D2u, and the down key D2d. The sub-control CPU 50a is configured to be able to input an operation signal output when the effect button D1 is operated, and an operation signal output when each key D2l, D2r, D2u, and D2d of the cross key D2 is operated.
[0072] Next, various processes performed by the main control CPU 41a will be described. First, the special symbol input process will be described. In the special symbol input process, the main control CPU41a judges whether the game ball has entered the first start winning port 14 based on whether a detection signal has been input from the first start winning sensor SE1. When the game ball has entered the first start winning port 14, the main control CPU41a judges whether the first special reserved number stored in the main control RAM41c is less than the upper limit number (4 in this embodiment). When the first special reserved number is less than the upper limit number, the main control CPU41a adds 1 to the first special reserved number to update it. Then, the main control CPU41a controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. In this way, the reservation condition of the first special game is established when the game ball is detected by the first start winning sensor SE1 when the first special reserved number is less than the upper limit number. At this time, the main control CPU 41a generates information capable of identifying the updated first special reserved number (hereinafter referred to as the first reserved number command) and sets it in the output buffer. In this embodiment, the information (control command) set in the output buffer is output to the sub-control board 50 in a predetermined output process.
[0073] Next, the main control CPU 41a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 41c. For example, the random numbers are special winning random numbers used in a special winning lottery, special symbol random numbers used in a special symbol determination lottery, and variation pattern random numbers used in determining a variation pattern. The main control CPU 41a stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. The pachinko game machine 10 of this embodiment can suspend the execution of the first special game until the start condition of the first special game is satisfied by storing the random number information used for the first special game in the main control RAM 41c.
[0074] When the random number information for the first special game is stored in the main control RAM 41c, if the game ball has not entered the first start winning port 14 and if the number of first special reserved balls is not less than the upper limit number, the main control CPU 41a judges whether the game ball has entered the second start winning port 15 based on whether a detection signal has been input from the second start winning sensor SE2. If the game ball has entered the second start winning port 15, the main control CPU 41a judges whether the number of second special reserved balls stored in the main control RAM 41c is less than the upper limit number (1 in this embodiment). If the number of second special reserved balls is less than the upper limit number, the main control CPU 41a adds 1 to the second special reserved number to update it. At this time, the main control CPU 41a controls the second special reserved display unit 13d to display information that can identify the updated second special reserved number. In this way, the reservation condition of the second special game is established when the second special reservation number is less than the upper limit number and the game ball is detected by the second start winning sensor SE2. Also, at this time, the main control CPU41a generates information capable of identifying the updated second special reservation number (hereinafter, referred to as the second reservation number command) and sets it in the output buffer.
[0075] Next, the main control CPU 41a acquires random numbers generated within the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 41c. The main control CPU 41a stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the storage order of the random number information. By storing the random number information used for the second special game in the main control RAM 41c, the pachinko gaming machine 10 of this embodiment can suspend the execution of the second special game until the execution condition of the second special game is met.
[0076] Next, the special symbol start process will be described. In the special symbol start process, the main control CPU41a judges whether the execution condition of the special game is established. The main control CPU41a judges positively when the game is not a winning game, the special game is not being executed, and the time interval between variations set after the special game is finished is not in progress, whereas the main control CPU41a judges negatively when the game is a winning game, the special game is being executed, or the time interval between variations is in progress. In this embodiment, the time interval between variations is the time from the end of one variation game to the time when the next variation game can be started. When the execution condition of the special game is not established, the main control CPU41a ends the special symbol start process. When the execution condition of the special game is established, the main control CPU41a judges whether the second special reserved number stored in the main control RAM41c is "1" or more. When the second special reserved number is "1" or more, the main control CPU41a executes a process to execute the second special game. On the other hand, if the second special reserved number is not "1" or more, the main control CPU41a judges whether the first special reserved number stored in the main control RAM41c is "1" or more. If the first special reserved number is "1" or more, the main control CPU41a executes a process to execute a first special game.
[0077] On the other hand, if the first special reserved number is not "1" or more, the main control CPU41a judges whether or not an output flag is set in a predetermined storage area in the main control RAM41c. The output flag is information that can identify that a standby state command that can identify that the standby state has been output. The standby state is a state when a special game is not being executed, a winning game has not occurred, and a special game is not reserved. If the output flag is not set, the main control CPU41a generates a standby state command and outputs it to the sub-control board 50, and sets an output flag in the main control RAM41c. After that, the main control CPU41a ends the special symbol start process. On the other hand, if the output flag is set, the main control CPU41a ends the special symbol start process without generating a new standby state command.
[0078] When the main control CPU41a executes a process for executing a special game, it first updates the special reserved number stored in the main control RAM41c by subtracting "1". Specifically, when the main control CPU41a executes a first special game, it updates the first special reserved number by subtracting "1" and controls the first special reserved display unit 13c so that the updated first special reserved number is displayed. At this time, the main control CPU41a generates a first reserved number command indicating the updated first special reserved number and sets it in the output buffer. Similarly, when the main control CPU41a executes a second special game, it updates the second special reserved number by subtracting "1" and controls the second special reserved display unit 13d so that the updated second special reserved number is displayed. At this time, the main control CPU41a generates a second reserved number command indicating the updated second special reserved number and sets it in the output buffer.
[0079] Next, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the special game. Then, the main control CPU41a performs a special winning lottery using the special winning random number specified from the acquired random number information. That is, in this embodiment, the main control CPU41a corresponds to a special lottery means for performing a special winning lottery as a special lottery. Specifically, when the main control CPU41a executes a first special game, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the first special game, and performs a first special winning lottery using the special winning random number specified from the acquired random number information. Similarly, when the main control CPU41a executes a second special game, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the second special game, and performs a second special winning lottery using the special winning random number specified from the acquired random number information.
[0080] Here, the main control CPU 41a judges whether or not a jackpot will be won by judging whether or not the value of the special win random number matches the jackpot judgment value stored in the main control ROM 41b. If the value of the special win random number matches the jackpot judgment value, the main control CPU 41a performs jackpot fluctuation processing. In the jackpot fluctuation processing, the main control CPU 41a determines a special symbol from among the special symbols classified as jackpot symbols by performing a lottery to determine the special symbol based on the value of the special symbol random number specified from the acquired random number information. The determined special symbol becomes the fixed stop symbol derived in the special game.
[0081] On the other hand, if the value of the special win random number does not match the jackpot determination value, the main control CPU 41a determines whether or not a special win has been won by determining whether or not the value of the special win random number matches the special win determination value stored in the main control ROM 41b.
[0082] At this time, the main control CPU41a judges whether or not a special win is won by using different special win judgment values in the first special win lottery and the second special win lottery. Therefore, in this embodiment, the probability of winning a special win in the first special win lottery is different from the probability of winning a special win in the second special win lottery. Specifically, in this embodiment, the special win judgment value is allocated so that the special win is won with a higher probability in the second special win lottery than in the first special win lottery. In particular, in this embodiment, the special win judgment value is allocated so that the special win can be won in the second special win lottery, while the special win cannot be won in the first special win lottery.
[0083] When the value of the special win random number matches the special win judgment value, the main control CPU 41a performs special win variation processing. In the special win variation processing, the main control CPU 41a determines a special symbol from among the special symbols classified as special win symbols by performing a lottery based on the value of the special symbol random number specified from the acquired random number information. The determined special symbol becomes the determined stop symbol derived in the special game.
[0084] When the value of the special win random number does not match either the big win judgment value or the special win judgment value, the main control CPU 41a performs a loss variation process. In the loss variation process, the main control CPU 41a determines a special symbol as a loss symbol. The determined special symbol becomes the fixed stop symbol derived in the special game.
[0085] Then, when the main control CPU41a determines the fixed stop symbol derived in the special game, it determines the change pattern by performing a change pattern determination lottery based on the value of the change pattern random number specified from the acquired random number information. Specifically, when the main control CPU41a determines a big win symbol as the fixed stop symbol, it determines the change pattern from the big win change pattern. When the main control CPU41a determines a special win symbol as the fixed stop symbol, it determines the change pattern from the special win change pattern. When the main control CPU41a determines a loss symbol as the fixed stop symbol, it determines the change pattern from the loss change pattern.
[0086] At this time, the main control CPU 41a determines the variation pattern by referring to different variation pattern tables according to the game situation. In this embodiment, there are four types of variation pattern tables: a normal table, a special table, a first special table, and a second special table.
[0087] The normal table is a variation pattern table that is referenced in a special game after the first time when the current game state is a non-time-saving state and the time-saving state ends. The special table is a variation pattern table that is referenced in a special game up to the first time when the current game state is a non-time-saving state and the time-saving state ends. In this embodiment, the first time is one time. That is, the normal table is a variation pattern table that is referenced in the second or subsequent special games after the time-saving state ends, and the special table is a variation pattern table that is referenced in the first special game after the time-saving state ends. The normal table and the special table are assigned variation pattern judgment values such that the average variation time of the variation game is longer in the special table than in the normal table.
[0088] The first special table is a variation pattern table that is referred to in a special game up to the second time after the current game state is controlled to the time-shortened state when the current game state is the time-shortened state. The second special table is a variation pattern table that is referred to in a special game after the second time after the current game state is controlled to the time-shortened state when the current game state is the time-shortened state. In this embodiment, the second time is 10 times. That is, the first special table is a variation pattern table that is referred to in a special game up to the tenth time after the time-shortened state, and the second special table is a variation pattern table that is referred to in a special game after the eleventh time after the time-shortened state. The first special table and the second special table are so arranged that the average variation time of the variation game is longer in the second special table than in the first special table.
[0089] In addition, the normal table is allocated with the determination value of the variation pattern so that the average variation time of the variation game is longer than that of the second special table. That is, in this embodiment, the determination value of the variation pattern is allocated so that the average variation time of the variation game is longer in the order of the first special table < the second special table < the normal table < the special table.
[0090] Then, when the main control CPU41a determines the variation pattern, it ends the special symbol start process. When the special symbol start process is completed, the main control CPU41a executes a special game by performing a process other than the special symbol start process. Specifically, the main control CPU41a controls the display content of the information display device 13 so as to start the variation of the first special symbol or the second special symbol. The main control CPU41a also sets information (hereinafter referred to as a special symbol designation command) that designates the special symbol determined in the special symbol start process in the output buffer. The main control CPU41a also sets information (hereinafter referred to as a variation pattern designation command) that designates the variation pattern and instructs the start of the performance game in the output buffer. The main control CPU41a also measures the variation time determined in the variation pattern determined in the special symbol start process. Then, when the variation time determined in the variation pattern has elapsed, the main control CPU41a ends the special game by controlling the information display device 13 so that the special symbol determined in the special symbol start process is derived. After that, the main control CPU41a controls the special symbols derived in the special game to be displayed in a fixed stop state for a predetermined interval between changes. Also, when the change time set for the change pattern determined in the special symbol start process has elapsed, the main control CPU41a sets information for deriving a combination of performance symbols (hereinafter, referred to as an all symbol stop command) in the output buffer.
[0091] By the above-mentioned control, the pachinko game machine 10 of this embodiment can execute the variable game based on the result of the special winning lottery. In this embodiment, the sub-control CPU 50a determines the variable pattern in the special symbol start process, and functions as a variable time determination means for determining the variable time of the variable game.
[0092] Next, a special win process for generating a special win game performed by the main control CPU 41a will be described. In this embodiment, the main control CPU 41a executes the special win process to realize a special game control means for generating a special game.
[0093] The main control CPU41a performs special winning processing after the special game of the special winning is finished. In the special winning processing, the main control CPU41a performs control according to the type of the special winning that has been won, thereby generating a special winning game based on the special winning that has been won. As a result, in this embodiment, when the result of the special winning lottery is a special winning, a special winning game is generated.
[0094] First, the main control CPU41a starts measuring the opening time in the special feature game, and generates information capable of identifying the start of the special feature game in the special winning game (hereinafter, referred to as a special feature game start command) and sets it in the output buffer.
[0095] When the opening time has elapsed, the main control CPU41a starts the opening game by controlling the second solenoid SL2 to open the first large winning port 18 based on an operation pattern according to the type of special win. At this time, the main control CPU41a controls to start a detection effective period in which the detection of the game ball by the specific passing sensor SE5 is effective with the start of the opening game. Also, at this time, the main control CPU41a generates information capable of identifying the start of the opening game (hereinafter, opening start command) and sets it in the output buffer. Furthermore, in the special winning process, the main control CPU41a controls the fourth solenoid SL4 to operate the distribution shutter 28 based on a predetermined operation pattern during the special winning game.
[0096] Thereafter, when the first opening end condition or the second opening end condition is satisfied, the main control CPU41a controls the second solenoid SL2 to close the first large winning opening 18, thereby ending the opening game. At this time, the main control CPU41a controls to end the detection effective period with the end of the opening game. Also, at this time, the main control CPU41a generates information capable of identifying the end of the opening game (hereinafter, the opening end command) and sets it in the output buffer. Next, the main control CPU41a starts measuring the ending time in the special feature game. Then, when the ending time has elapsed, the main control CPU41a generates information capable of identifying the end of the special feature game in the special winning game (hereinafter, the special feature game end command) and sets it in the output buffer.
[0097] In addition, if the operation of the distribution shutter 28 based on a predetermined operation pattern has not ended at the end of the reel play, the main control CPU 41a controls the fourth solenoid SL4 to end the operation of the distribution shutter 28 upon the end of the reel play.
[0098] Then, when the game ball is detected by the specific passing sensor SE5 during the effective detection period in the role play, the main control CPU 41a performs the jackpot process described below after the role play ends. After that, the main control CPU 41a ends the special win process with the end of the jackpot process. On the other hand, when the game ball is not detected by the specific passing sensor SE5 in the role play, the main control CPU 41a ends the special win process without performing the jackpot process.
[0099] Furthermore, when a gaming ball is detected by the specific passing sensor SE5 within the effective detection period, the main control CPU 41a outputs a detection enable command to the sub-control board 50. On the other hand, when a gaming ball is detected by the specific passing sensor SE5 outside the effective detection period, the main control CPU 41a outputs a detection disable command to the sub-control board 50.
[0100] Next, a big win process for generating a big win game performed by the main control CPU 41a will be described. When the game ball is detected by the specific passage sensor SE5 in the special winning game, the main control CPU 41a performs the big win process after the special winning game ends. Also, the main control CPU 41a performs the special winning process after the special game of the big win ends.
[0101] In the jackpot process, the main control CPU41a starts measuring the opening time, and generates information capable of identifying the start of the jackpot game (hereinafter, referred to as a jackpot game start command) and sets it in the output buffer. When the opening time has elapsed, the main control CPU41a performs a process for executing a round game. Specifically, the main control CPU41a controls the third solenoid SL3 so that the second large prize winning hole 21 is opened based on a predetermined opening pattern, and starts the round game. Then, after starting the round game, when the first round end condition or the second round end condition is established, the main control CPU41a controls the third solenoid SL3 so that the second large prize winning hole 21 is closed, and ends the round game. The main control CPU41a repeats such a process for executing the round game until the upper limit number of round games is ended. In addition, the main control CPU41a generates information capable of identifying the start of the round game (hereinafter, referred to as a round start command) and sets it in the output buffer every time the round game is started. Furthermore, the main control CPU 41a generates information capable of identifying the end of a round of game (hereinafter, referred to as a round end command) every time a round of game ends, and sets the information in an output buffer.
[0102] When the final round of play ends, the main control CPU41a starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU41a generates information that can specify the end of the big win game (hereinafter, the big win game end command) and sets it in the output buffer. After that, the main control CPU41a ends the big win process.
[0103] Next, the processing related to the game state performed by the main control CPU 41a will be described. In this embodiment, the main control CPU 41a executes the following control to realize a function as a game state control means that controls to one of a plurality of game states.
[0104] The main control CPU41a can control the game state by setting a predetermined value to the operation flag stored in the main control RAM41c. Specifically, the main control CPU41a controls the game state to the non-time-shortened state by setting the operation flag to a value that can identify the non-time-shortened state. The main control CPU41a controls the game state to the time-shortened state by setting the operation flag to a value that can identify the time-shortened state. The main control CPU41a can also set the number of operations in the time-shortened state by setting a predetermined value to the operation count flag in the main control RAM41c. Then, when the main control CPU41a updates the values of the operation flag and the operation count flag, it outputs a game state command that can identify the current game state and the number of operations to the sub-control board 50.
[0105] When the main control CPU41a ends a jackpot game, it updates the values of the operation flag and the operation count flag according to the type of the jackpot game. As a result, the main control CPU41a can control to a time-shortening state when the jackpot game ends. Specifically, when the main control CPU41a ends each of the jackpot games ZA, ZB, Za, and Zb, it sets the operation flag to a value that can specify the time-shortening state, and sets the operation count flag to a value that can specify 100 times as the number of operations. That is, when the main control CPU41a ends each of the jackpot games ZA, ZB, Za, and Zb, it controls to a time-shortening state after the jackpot game ends. On the other hand, when the main control CPU41a ends the jackpot game ZC, it does not update the value of the operation flag. In this embodiment, the jackpot game is controlled to a non-time-shortening state during the jackpot game. That is, when the main control CPU41a ends the big win game ZC, it continues to control the game to the non-time-shortening state even after the big win game ends.
[0106] Moreover, the main control CPU41a updates the value of the activation count flag every time a special game is executed after the time-shortening state is entered. Then, the main control CPU41a sets the activation flag to a value that can identify a non-time-shortening state when a predetermined number of activations of the special game are executed after the time-shortening state is entered. This allows the main control CPU41a to control the time-shortening state to end when the count end condition is met.
[0107] In addition, when the main control CPU41a is controlled to the time-saving state, the number of times that the special winning symbol is derived in the special game reaches the upper limit number of times of winning, and the operation flag is set to a value that can specify a non-time-saving state. In this embodiment, since the upper limit number of times of winning in the special winning end condition is one regardless of the type of the jackpot game that has occurred, the main control CPU41a, when controlled to the time-saving state, sets the operation flag to a value that can specify a non-time-saving state, when the special winning symbol is derived in the special game. This allows the main control CPU41a to control the time-saving state to end when the special winning end condition is established.
[0108] In addition, when starting a big win game, the main control CPU 41a sets a value that can specify a non-time-saving state to the operation flag. This allows the main control CPU 41a to control the end of the time-saving state when the big win end condition is met.
[0109] Here, the transition of the game state realized by the above-mentioned control of the main control CPU 41a will be described. As shown in FIG. 5, when the player wins the jackpot ZA or ZB in the non-time-saving state, the game is controlled to the time-saving state after the jackpot game ZA or ZB ends. On the other hand, when the player wins the jackpot ZC in the non-time-saving state, the game is controlled to the non-time-saving state even after the jackpot game ZC ends. Also, when the player wins the special jackpot Za or Zb in the non-time-saving state, the game is controlled to a different game state depending on whether the game ball passes through a specific area in the special jackpot game Za or Zb. Specifically, when the game ball passes through a specific area in the special jackpot game Za or Zb, the jackpot game Za or Zb is generated, and the game is controlled to the time-saving state after the jackpot game ends. On the other hand, when the game ball does not pass through a specific area in the special jackpot game Za or Zb, the jackpot game Za or Zb is not generated, and the game is controlled to the non-time-saving state even after the special jackpot game Za or Zb ends.
[0110] In addition, when a jackpot ZA or ZB is won in the time-saving state, the state is temporarily controlled to a non-time-saving state when the jackpot game ZA or ZB starts, but is controlled to the time-saving state again after the jackpot game ZA or ZB ends. On the other hand, when a jackpot ZC is won in the time-saving state, the state is controlled to a non-time-saving state when the jackpot game ZC starts, and is controlled to the non-time-saving state even after the jackpot game ZC ends.
[0111] In addition, when the special win Za, Zb is won in the time-saving state, the special win pattern is derived in the special game, and the game state is controlled to a non-time-saving state, and then the game state is controlled to a different state depending on whether the game ball passes through a specific area in the special win game Za, Zb. Specifically, when the game ball passes through a specific area in the special win game Za, Zb, the jackpot game Za, Zb is generated, and the game state is controlled to the time-saving state after the jackpot game ends. That is, when the special win Za, Zb is won in the time-saving state, the special win pattern is derived and the game state is temporarily controlled to the non-time-saving state, but when the game ball passes through a specific area in the special win game Za, Zb that occurs after that, the game state is controlled to the time-saving state again after the jackpot game Za, Zb ends. On the other hand, when the game ball does not pass through the specific area in the special winning games Za, Zb, the big winning games Za, Zb are not generated, and the game is controlled to the non-time-shortening state even after the special winning games Za, Zb end.
[0112] When the number of times the special game has been executed in the time-saving state reaches the number of times it has been activated, the state is controlled to a non-time-saving state. Next, the normal symbol input process performed by the main control CPU 41a will be described.
[0113] In the normal symbol input process, when the main control CPU41a receives a detection signal from the gate sensor SE6 and the normal reserved number is less than the upper limit number, the main control CPU41a adds 1 to the normal reserved number stored in the main control RAM41c to update it, and controls the normal reserved display unit 13f to display the updated normal reserved number. After that, the main control CPU41a acquires a random number generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM41c. In this case, the main control CPU41a stores the random number information for the normal game and the storage order of the random number information so that it can be specified. For example, the random number is a normal winning random number used for normal winning judgment (normal lottery). After that, the main control CPU41a ends the normal symbol input process.
[0114] Next, the normal symbol start process performed by the main control CPU 41a will be described. In the normal symbol start process, when the normal winning game is not being played and the normal game is not being executed, and the normal reserved number stored in the main control RAM 41c is 1 or more, the main control CPU 41a subtracts 1 from the normal reserved number stored in the main control RAM 41c to update it. Also, at this time, the main control CPU 41a controls the normal reserved display unit 13f so that the updated normal reserved number is displayed. Next, the main control CPU 41a reads out the random number information stored first among the random number information for the normal game from the main control RAM 41c, and performs a normal lottery based on the read random number information. Specifically, the main control CPU 41a performs a normal lottery by determining whether the value of the normal winning random number matches the normal winning judgment value stored in the main control ROM 41b. At this time, the main control CPU 41a performs a normal lottery using a normal winning judgment value that differs depending on the current game state. For example, in this embodiment, the normal win determination value is assigned to each game state so that when a non-specific game state is in effect, a normal win will not be won regardless of the value of the normal win random number, whereas when a specific game state is in effect, a normal win will be won regardless of the value of the normal win random number.
[0115] Next, the main control CPU41a determines the normal symbol to be derived in the normal game and the fluctuation time of the normal game. After that, the main control CPU41a ends the normal symbol start process. At this time, the main control CPU41a may determine a shorter time as the fluctuation time of the normal game in the specific game state compared to the non-specific game state (or may easily determine a shorter time as the fluctuation time of the normal game).
[0116] Then, the main control CPU41a executes a normal game by performing a process other than the normal symbol start process. Specifically, the main control CPU41a starts the normal game and controls the information display device 13 so that the normal symbol determined in the normal symbol start process is output when the variable time determined in the normal symbol start process has elapsed.
[0117] Next, the normal win process performed by the main control CPU41a will be described. When the normal game of the normal win ends, the main control CPU41a executes the normal win process. In the normal win process, the main control CPU41a controls the first solenoid SL1 to operate the normal movable piece 16 to the second operating state in an operating mode determined for the normal symbol (type of normal win), thereby generating a normal win game.
[0118] Through such normal pattern input processing, normal pattern start processing, and normal winning processing, the main control CPU 41a operates the normal movable piece 16 so that when the time-saving state is in effect, it becomes easier for the game ball to enter the second start winning hole 15 compared to when the time-saving state is not in effect.
[0119] In addition to the above-mentioned processes, the main control CPU 41a also performs various other processes. For example, when the main control CPU 41a receives a detection signal indicating that a game ball has been detected from each sensor, the main control CPU 41a generates information indicating that the detection signal has been received and sets the information in the output buffer.
[0120] Next, various processes performed by the sub-control CPU 50a will be described. When a control signal is input from the main control CPU 41a, the sub-control CPU 50a executes various processes in response to the control signal.
[0121] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU 50a inputs a special symbol designation command and a variable pattern designation command, it controls the effect display device 12 to execute an effect game corresponding to the special game by starting the variable display of the effect symbols. Specifically, when the sub-control CPU 50a inputs a special symbol designation command, it determines a combination of effect symbols to be derived in the effect game based on the type of special symbol designated by the input special symbol designation command.
[0122] Specifically, when a special symbol classified as a big win symbol is specified, the sub-control CPU 50a determines a symbol combination for a big win based on the performance symbols. When a special symbol classified as a special win symbol is specified, the sub-control CPU 50a determines a symbol combination for a special win based on the performance symbols. When a special symbol classified as a lose symbol is specified, the sub-control CPU 50a determines a symbol combination for a lose based on the performance symbols.
[0123] Also, when the sub-control CPU50a inputs a variation pattern designation command, it determines the effect to be executed during the execution of the effect game based on the variation pattern designated by the input variation pattern designation command. After that, the sub-control CPU50a controls the effect display device 12 to start the variable display of the effect patterns of each symbol row. That is, the sub-control CPU50a starts the effect game. Specifically, the sub-control CPU50a controls the effect display device 12 to variably display three columns of effect patterns. Also, the sub-control CPU50a controls the execution of various effects whose execution has been determined. Next, when a predetermined timing arrives after starting the effect game, the sub-control CPU50a stops and displays the effect patterns of each symbol row. Furthermore, the sub-control CPU50a ends the effect game by displaying the effect patterns of each symbol row as a fixed stop, triggered by the input of the all symbol stop command. In this embodiment, the symbol combination of the performance symbols that are temporarily stopped corresponds to provisional result information that indicates the result of the winning lottery, and the symbol combination of the performance symbols that are fixed and stopped corresponds to fixed result information that definitely notifies the result of the winning lottery. The sub-control CPU 50a may display the performance symbols of each symbol row as a fixed stop when the change time set in the change pattern elapses, regardless of the all symbol stop command. In this case, the all symbol stop command may be omitted.
[0124] After that, the sub-control CPU 50a controls the performance symbols of each symbol row to be displayed in a fixed stop state until a standby state command or a variable pattern designation command is input. As a result, in this embodiment, the performance symbols of each symbol row are displayed in a fixed stop state over the inter-variation interval time.
[0125] Next, processing related to the game state will be described. When the sub-control CPU50a inputs a game state command from the main control CPU41a, the sub-control CPU50a stores a value capable of identifying a game state specified from the input game state command in the sub-operation flag of the sub-control RAM50c. Furthermore, the sub-control CPU50a stores a value capable of identifying the number of operations specified from the input game state command in the sub-operation number flag of the sub-control RAM50c. Furthermore, when the sub-control CPU50a is controlled in the time-saving state, the sub-control CPU50a updates the value of the sub-operation number flag every time a special game is executed. At this time, the sub-control CPU50a may update the value of the sub-operation number flag triggered by inputting a variation pattern designation command, or may update the value of the sub-operation number flag triggered by inputting a special symbol designation command. In addition, the sub-control CPU50a may update the value of the sub-operation number flag triggered by inputting an all symbol stop command. This allows the sub-control CPU50a to identify the current game state and the number of operations.
[0126] Next, the presentation modes in the pachinko gaming machine 10 of this embodiment will be described. The pachinko gaming machine 10 of this embodiment has a plurality of presentation modes that define various presentation aspects. The sub-control CPU 50a stores a value capable of identifying a predetermined presentation mode in the mode flag of the sub-control RAM 50c. The sub-control CPU 50a then performs processing related to various presentations according to the presentation mode identified from the value stored in the mode flag. This allows the sub-control CPU 50a to execute various presentations in a manner corresponding to the current presentation mode. The various presentation aspects include, for example, the type of image displayed as the background image, the type of presentation that can be executed, and the execution probability of the presentation.
[0127] As shown in FIG. 6, the pachinko gaming machine 10 of this embodiment has five types of presentation modes: a normal mode, a special mode, a first special mode, a second special mode, and a third special mode.
[0128] The normal mode and the special mode are presentation modes when the current game state is not in a time-saving state. In particular, the normal mode is a presentation mode that is controlled when the current game state is not in a time-saving state and after the time-saving state ends and the first number of variable games ends. The special mode is a presentation mode that is controlled when the current game state is not in a time-saving state and after the time-saving state ends and the first number of variable games ends.
[0129] The first special mode, the second special mode, and the third special mode are presentation modes when the current game state is in the time-saving state. In particular, the first special mode is a presentation mode that is controlled when the current game state is in the time-saving state and until the number-of-times transition condition for executing the second number of variable games is satisfied after the current game state is in the time-saving state and the number-of-times transition condition for executing the second number of variable games is satisfied after the current game state is in the time-saving state and after the number-of-times transition condition for executing the second number of variable games is satisfied after the current game state is in the time-saving state. In this embodiment, the first special mode corresponds to the first presentation mode, and the second special mode and the third special mode correspond to the second presentation mode.
[0130] In this embodiment, different types of images are displayed as background images in each presentation mode. That is, in this embodiment, the normal mode, special mode, first special mode, second special mode, and third special mode can be understood as presentation modes in which at least the images displayed as background images in the presentation display device 12 are different. Specifically, in the normal mode, a normal background image is displayed as the background image. In the special mode, a special background image is displayed as the background image. In the first special mode, a first special background image is displayed as the background image. In the second special mode, a second special background image is displayed as the background image. In the third special mode, a third special background image is displayed as the background image.
[0131] In addition, in this embodiment, the average time determined as the fluctuation time of the fluctuation game may differ in each presentation mode. For example, in this embodiment, when the game is controlled in the normal mode, the average time determined by the main control CPU 41a as the variation time of the variation game is different from when the game is controlled in the special mode. As described above, in this embodiment, when the current game state is a non-time-saving state, when the variation pattern of the special game is determined, the normal table is referenced in the special game after the first time since the time-saving state ends, while the special table is referenced in the special game up to the first time since the time-saving state ends. In addition, in the special table, the judgment value of the variation pattern is allocated so that the average variation time of the variation game is longer than that of the normal table. Therefore, in this embodiment, when the game is controlled in the special mode, the average variation time of the variation game is longer than that when the game is controlled in the normal mode.
[0132] In addition, in this embodiment, when the game is controlled to the first special mode, the average time determined by the main control CPU 41a as the variation time of the variation game is different from when the game is controlled to the second special mode or the third special mode. As described above, in this embodiment, when the current game state is the time-saving state, the first special table is referenced in the special game up to the second number of times after the game is controlled to the time-saving state, while the second special table is referenced in the special game after the second number of times after the game is controlled to the time-saving state. In addition, in the second special table, the judgment value of the variation pattern is allocated so that the average variation time of the variation game is longer than that of the first special table. Therefore, in this embodiment, when the game is controlled to the second special mode or the third special mode, the average variation time of the variation game is longer than that when the game is controlled to the first special mode.
[0133] Here, the control for shifting the presentation mode will be described. In this embodiment, the sub-control CPU 50a executes the following control to realize a function as a mode control means for controlling to one of a plurality of presentation modes.
[0134] As shown in Fig. 7, the sub-control CPU 50a stores a value that can specify the first special mode in the mode flag when a game state command that can specify the time-shortened state is input. Therefore, in this embodiment, the start of the time-shortened state is triggered by a transition from the normal mode or the special mode to the first special mode. Also, in this embodiment, when a special win or a jackpot is won in the second special mode or the third special mode, and the time-shortened state is again controlled via a jackpot game (indicated as "time-shortened state reset" in the figure), the transition to the first special mode is also triggered.
[0135] The sub-control CPU50a can control the transition from the first special mode to the second special mode or the third special mode, triggered by the execution of the second number of variable games after the control to the first special mode. Specifically, the sub-control CPU50a specifies the number of variable games executed after the control to the time-saving state based on the value of the sub-operation count flag. As described above, in this embodiment, the control to the first special mode is triggered by the start of the time-saving state, so that the number of variable games executed after the control to the time-saving state corresponds to the number of variable games executed after the control to the first special mode. Then, when the number of variable games executed after the control to the time-saving state reaches the second number, the sub-control CPU50a determines that the number-of-times transition condition is established, and controls the transition of the presentation mode.
[0136] As shown in Fig. 8, when the sub-control CPU 50a shifts the presentation mode in response to the establishment of the number shift condition, the sub-control CPU 50a controls the presentation display device 12 to execute a mode shift presentation indicating that the presentation mode will shift. The mode shift presentation of this embodiment is executed in a manner in which either the second special mode or the third special mode is selected as the presentation mode to be shifted to.
[0137] As shown in FIG. 8(c), the sub-control CPU 50a controls the effect display device 12 to start the mode transition effect after the effect symbols of all the symbol rows are temporarily stopped and displayed in the second variable game after being controlled to the time-shortened state. That is, the mode transition effect is an effect that is executed after the effect symbols of all the symbol rows are temporarily stopped and displayed in the second variable game after being controlled to the time-shortened state. When the mode transition effect starts, the sub-control CPU 50a controls the effect display device 12 to display a transition effect image GA indicating that the mode transition effect is being executed. The transition effect image GA is, for example, an image that resembles a door.
[0138] Next, the sub-control CPU 50a controls to start a mode selection period during which the transitioned performance mode can be selected. Specifically, the sub-control CPU 50a controls to store a value that can identify that the mode selection period is in progress in the mode selection period flag in the sub-control RAM 50c, and to start measuring the time that has elapsed since the mode selection period started. In addition, the sub-control CPU 50a stores a value that can identify either the second special mode or the third special mode in the provisional mode flag in the sub-control RAM 50c with the start of the mode selection period. For example, in this embodiment, the sub-control CPU 50a stores a value that can identify the second special mode in the provisional mode flag in the sub-control RAM 50c. After that, the sub-control CPU 50a controls to update the value stored in the provisional mode flag every time the left key D2l or the right key D2r is operated during the mode selection period. At this time, when the value stored in the temporary mode flag is a value that can identify the second special mode at the time when the left key D2l or the right key D2r is operated, the sub-control CPU 50a updates it to a value that can identify the third special mode. On the other hand, when the value stored in the temporary mode flag is a value that can identify the third special mode at the time when the left key D2l or the right key D2r is operated, the sub-control CPU 50a updates it to a value that can identify the second special mode.
[0139] Also, as shown in FIG. 8(d), the sub-control CPU 50a controls the effect display device 12 to display a mode selection image GB with the start of the mode selection period. The mode selection image GB is, for example, an image GB1 imitating the character string of "second special mode", an image GB2 imitating the character string of "third special mode", and an image GB3 imitating the effect button D1 and a left-right arrow. At this time, the sub-control CPU 50a displays, among the mode selection images GB, an image corresponding to an effect mode that can be specified from the value stored in the provisional mode flag in a more emphasized manner than an image that does not correspond to an effect mode that can be specified from the value stored in the provisional mode flag. For example, when the effect mode that can be specified from the value stored in the provisional mode flag is the second special mode, the sub-control CPU 50a displays the image GB1 imitating the character string of "second special mode" brighter than the image GB2 imitating the character string of "third special mode".
[0140] The sub-control CPU 50a controls the mode selection period to end when the performance button D1 is operated during the mode selection period. Also, the sub-control CPU 50a controls the mode selection period to end when a predetermined time has elapsed without the performance button D1 being operated. At this time, the sub-control CPU 50a controls the performance display device 12 to hide the transition performance image GA and the mode selection image GB.
[0141] Also, as shown in FIG. 8(e), the sub-control CPU 50a controls the effect display device 12 to display a mode start image GC indicating an effect mode identifiable from the value of the temporary mode flag upon completion of the mode transition effect. In this embodiment, the mode start image GC is an image that differs depending on the type of effect mode identifiable from the value of the temporary mode flag. For example, when the effect mode identifiable from the value of the temporary mode flag is the second special mode, the mode start image GC is an image that imitates the character string "second special mode start", and when the effect mode identifiable from the value of the temporary mode flag is the third special mode, the mode start image GC is an image that imitates the character string "third special mode start".
[0142] After that, as shown in Fig. 8(f), the sub-control CPU50a controls the mode transition effect to end when a predetermined time has elapsed since the mode transition effect started. At this time, the sub-control CPU50a controls the effect display device 12 to end the mode transition effect before the effect symbols of all the symbol rows are displayed as fixed stop in the second variable game after being controlled to the time-saving state. In other words, the mode transition effect is an effect that is executed before the effect symbols of all the symbol rows are displayed as fixed stop in the second variable game after being controlled to the time-saving state.
[0143] Then, the sub-control CPU 50a controls the mode flag to store a value indicating a presentation mode that can be specified from the value of the provisional mode flag when the mode transition presentation ends. That is, when a value that can specify the second special mode is stored in the provisional mode flag, the sub-control CPU 50a controls the mode flag to the second special mode when the mode transition presentation ends, whereas when a value that can specify the third special mode is stored in the provisional mode flag, the sub-control CPU 50a controls the mode flag to the third special mode when the mode transition presentation ends.
[0144] In this embodiment, the sub-control CPU 50a erases the value of the mode flag when the mode transition performance starts. Therefore, in this embodiment, during the execution of the mode transition performance, the game is not controlled by any performance mode.
[0145] By the above-mentioned control, in this embodiment, when the number of times transition condition for executing the second number of variable games after being controlled to the time-saving state is satisfied, the first special mode is transitioned to the second special mode or the third special mode during the execution of the second number of variable games. In this way, the sub-control CPU 50a can control the execution of a mode transition presentation indicating that the presentation mode is transitioning as the presentation mode transitions from the first special mode to the second special mode or the third special mode.
[0146] In addition, by the above-mentioned control, in this embodiment, when the sub-control CPU 50a ends the first special mode on the condition that the second number of variable games is executed after being controlled to the time-shortening state, the sub-control CPU 50a determines which presentation mode, the second special mode or the third special mode, to control to upon the termination of the first special mode. In particular, in this embodiment, the sub-control CPU 50a determines which presentation mode, the second special mode or the third special mode, to control to during the second number of variable games executed after being controlled to the time-shortening state.
[0147] In this embodiment, when a special win or a big win is won in the first special mode and the time-saving state is again controlled via a big win game, the first special mode continues to be controlled, while the value of the secondary operation count flag is updated in response to the input of a game state command. As a result, when the time-saving state is again controlled via a big win game in response to a special win or a big win in the first special mode, the number of variable games executed since the time-saving state was again controlled reaches the second number, and the presentation mode is shifted.
[0148] 7, the sub-control CPU 50a stores a value that can specify the special mode in the mode flag when a standby state command or a variable pattern designation command is input for the first time during the non-time-shortened state after a game state command that can specify the non-time-shortened state is input. That is, when the time-shortened state is changed to the non-time-shortened state and the state is changed to the standby state without changing to the time-shortened state again or when a variable game is started, the sub-control CPU 50a controls to the special mode.
[0149] In this embodiment, when the first special mode is selected, the special mode is entered when the special win Za, Zb is won and the game ball does not pass through the specific area in the special win game Za, Zb. On the other hand, when the second or third special mode is selected, the special mode is entered when the special win Za, Zb is won and the game ball does not pass through the specific area in the special win game Za, Zb, and also when the special game is executed the number of times of operation after being controlled to the time-saving state.
[0150] The sub-control CPU 50a can control the transition from the special mode to the normal mode when the first number of variation games is ended after the special mode is controlled. Specifically, when the special mode is controlled, the sub-control CPU 50a counts the number of variation games executed after the special mode is controlled by updating the value of the first number flag in the sub-control RAM 50c every time a variation pattern designation command is input. Then, when the number of variation games executed after the special mode is controlled reaches the first number, the sub-control CPU 50a stores a value that can specify the normal mode in the mode flag, triggered by the end of the first variation game.
[0151] Next, a winning suggestion effect that can be executed by the pachinko game machine 10 of this embodiment will be described. The winning suggestion effect is an effect that suggests whether or not a winning symbol will be derived in the variable game being executed. In particular, the winning suggestion effect of this embodiment is an effect that is executed during the first special mode.
[0152] As shown in Fig. 8(a), the sub-control CPU50a controls the effect display device 12 to execute a winning suggestion effect during the first special mode. Specifically, the sub-control CPU50a controls the effect display device 12 to display a teasing image GD that teases whether or not a winning symbol will be derived in the variable game being executed during the winning suggestion effect. The teasing image GD is, for example, an image consisting of a combination of an image GD1 that resembles a star and an image GD2 that resembles the text string "If the star shines, it's a win!?"
[0153] As shown in FIG. 8(b), the sub-control CPU 50a controls the effect display device 12 to display a suggestion image GE indicating whether or not a winning symbol will be derived in the running variation game at the timing when the effect symbols of all the symbol rows are temporarily stopped and displayed in the running variation game. For this reason, in this embodiment, the suggestion image GE displayed in the winning suggestion effect can also be understood as provisional result information indicating the result of the winning lottery. Specifically, when a winning symbol is not derived in the running variation game, the sub-control CPU 50a controls the effect display device 12 to display a loss suggestion image indicating that a winning symbol will not be derived as the suggestion image GE. The loss suggestion image is, for example, an image imitating a cracked star. Also, although not shown, when a winning symbol is derived in the running variation game, the sub-control CPU 50a controls the effect display device 12 to display a winning suggestion image indicating that a winning symbol will be derived as the suggestion image GE. The winning suggestion image is, for example, an image imitating a shining star.
[0154] Next, the remaining number of operations notification effect that can be executed by the pachinko game machine 10 of this embodiment will be described. The remaining number of operations notification effect is an effect that notifies the number of remaining variable games for which the time-saving state will continue. In the following description, the number of remaining variable games for which the time-saving state will continue will simply be referred to as the "remaining number of operations." In particular, the remaining number of operations notification effect of this embodiment is executed throughout the entire time-saving state. In other words, the remaining number of operations notification effect of this embodiment is executed regardless of whether the device is controlled to be in the first special mode, the second special mode, or the third special mode.
[0155] As shown in Fig. 8(a) to (f), the sub-control CPU 50a controls the performance display device 12 to execute a remaining operation count notification performance during the time-saving state. Specifically, the sub-control CPU 50a identifies the remaining number of operation counts based on the value of the sub-operation count flag. Then, the sub-control CPU 50a controls the performance display device 12 to display a remaining operation count image GF indicating the remaining number of operation counts in the remaining operation count notification performance. The remaining operation count image GF is, for example, an image imitating the character string "XX operations remaining."
[0156] Below, a specific example of the control flow when a mode transition effect is executed is described. As shown in FIG. 9, in this example, it is assumed that the ninth variable game has been executed since control to the time-shortened state at time t0. Also, in this example, since the second number of variable games (ten in this embodiment) have not yet been executed since control to the time-shortened state, it is controlled to the first special mode. Furthermore, since this example is in the time-shortened state, a remaining number of operation notifications is executed in the display device 12. At this time, since the ninth variable game has been executed since control to the time-shortened state, the remaining number of operation is 91. Therefore, in the remaining number of operation notifications, 91 is notified as the remaining number of operation.
[0157] After that, the sub-control CPU50a controls the effect display device 12 to temporarily stop displaying the effect symbols of each symbol row at a predetermined timing during the execution of the variable game (time t1). In FIG. 9, the period during which the effect symbols of all symbol rows are temporarily stopped is indicated as "temporarily stopped display", while the period during which the effect symbols of at least some symbol rows are variably displayed is indicated as "variable". Next, when the sub-control CPU50a inputs an all symbol stop command with the end of the special game, the sub-control CPU50a ends the effect game by displaying the effect symbols of all symbol rows as fixed and stopped (time t2). After that, the sub-control CPU50a continues to display the effect symbols of all symbols as fixed and stopped over the inter-variation interval time (indicated as "INT" in the figure) (times t2 to t3).
[0158] Next, when the sub-control CPU50a inputs a variable pattern designation command with the start of the special game, the sub-control CPU50a starts the performance game by displaying the performance symbols of all the symbol rows in a variable manner (time t3). In addition, the sub-control CPU50a updates the value of the sub-action count flag upon input of the variable pattern designation command. Then, when the sub-control CPU50a updates the value of the sub-action count flag, it specifies the remaining number of times of operation based on the updated value, and updates the remaining number of times of operation to be notified in the remaining number of times of operation notification performance. In this example, the tenth variation game is started after being controlled to the time-saving state. That is, the variation game started at time t3 is the second variation game after being controlled to the time-saving state. In addition, although not shown, in this example, it is assumed that the winning suggestion performance is executed during the execution of the second variation game after being controlled to the time-saving state. In this case, the sub-control CPU50a controls the performance display device 12 to display the teasing image GD with the start of the second variation game after being controlled to the time-saving state.
[0159] After that, the sub-control CPU 50a controls the effect display device 12 to stop displaying the effect symbols of each symbol row at a predetermined timing (time t4). Also, the sub-control CPU 50a controls the effect display device 12 to display a suggestion image GE that suggests whether or not a winning symbol will be derived in the variable game being executed at the timing when the effect symbols of all symbol rows are stopped and displayed.
[0160] Furthermore, since this is the second variable game since the current variable game has been controlled to the time-saving state, the sub-control CPU 50a starts the mode transition effect after the effect symbols of all the symbol rows are temporarily stopped and displayed (time t5). When starting the mode transition effect, the sub-control CPU 50a controls the effect display device 12 to display the transition effect image GA. Also, at this time, the sub-control CPU 50a erases the value of the mode flag with the start of the mode transition effect. That is, the sub-control CPU 50a ends the first special mode with the start of the mode transition effect.
[0161] Next, the sub-control CPU 50a controls to start the mode selection period (time t6). At this time, the sub-control CPU 50a stores a value capable of identifying either the second special mode or the third special mode in the temporary mode flag in the sub-control RAM 50c with the start of the mode selection period. Also, at this time, the sub-control CPU 50a controls the performance display device 12 to display the mode selection image GB in a display mode corresponding to the value stored in the temporary mode flag. Thereafter, the sub-control CPU 50a updates the value stored in the temporary mode flag and controls to change the display mode of the mode selection image GB every time the left key D2l or the right key D2r is operated during the mode selection period.
[0162] Thereafter, the sub-control CPU 50a controls to end the mode selection period when the effect button D1 is operated during the mode selection period or when a predetermined time has elapsed without the effect button D1 being operated (time t7). At this time, the sub-control CPU 50a controls the effect display device 12 to display the mode start image GC in a manner corresponding to the type of effect mode that can be specified from the value of the temporary mode flag while hiding the transition effect image GA and the mode selection image GB. Next, the sub-control CPU 50a controls to end the mode transition effect at a timing when a predetermined time has elapsed since the mode transition effect started (time t8). At this time, the sub-control CPU 50a controls to store in the mode flag a value indicating an effect mode that can be specified from the value stored in the temporary mode flag with the end of the mode transition effect. In this example, it is assumed that a value that can specify the second special mode was stored in the temporary mode flag at the end of the mode transition effect. In this case, the sub-control CPU 50a controls to the second special mode with the end of the mode transition effect.
[0163] In addition, when the sub-control CPU 50a inputs an all-symbol stop command with the end of the special game, the sub-control CPU 50a ends the effect game by displaying the effect symbols of all symbol rows as fixed and stopped (time t9). After that, the sub-control CPU 50a continues to display the effect symbols of all symbols as fixed and stopped over the inter-variation interval time (times t9 to t10).
[0164] Then, when the sub-control CPU 50a inputs a variable pattern designation command with the start of the special game, it starts the performance game by variably displaying the performance symbols of all the symbol rows again, updates the value of the sub-operation count flag, and updates the remaining number of operation counts to be notified in the remaining operation count notification performance based on the updated value (time t10).
[0165] According to the above-mentioned flow of control, in this embodiment, when the second number of variable games is executed after the time-saving state is controlled, even if the game state does not change before and after the second number of variable games is finished, the presentation mode is shifted from the first special mode to the second special mode or the third special mode. In other words, in this embodiment, when the presentation mode is shifted from the first special mode to the second special mode or the third special mode on the condition that the second number of variable games is executed after the time-saving state is controlled, the main control CPU41a does not shift the game state before and after the second number of variable games is finished.
[0166] Here, the time relationships of each control when a mode transition performance is executed in this embodiment will be explained. The sub-control CPU 50a controls the mode transition effect to start when a specific time longer than the inter-change interval time (times t2 to t3, t9 to t10) has elapsed since the start of the second variation game after the time-shortening state. As described above, in this embodiment, the first special mode is controlled at the start of the second variation game after the time-shortening state (time t3). Also, in this embodiment, the first special mode ends (time t5) as the mode transition effect starts during the execution of the second variation game after the time-shortening state. Therefore, in this embodiment, the time from the start of the second variation game until the specific time has elapsed (times t3 to t5) is the time during which the first special mode is controlled in the second variation game after the time-shortening state. Therefore, in this embodiment, the first special mode is controlled for a time longer than the inter-change interval time in the second variation game after the time-shortening state. In other words, in this embodiment, the time during which the game is controlled to the first special mode in the second variation game after being controlled to the time-shortened state and the inter-variation interval time are different in length.
[0167] In addition, the sub-control CPU 50a controls the mode transition effect to end at a timing such that the time from the end of the mode transition effect to the fixed stop display of the effect symbols of all the symbol rows (times t8 to t9) in the second variation game after being controlled to the time-shortening state is longer than the variation interval time. As described above, in this embodiment, the mode transition effect is controlled to the second special mode or the third special mode with the end of the mode transition effect (time t8). Therefore, in this embodiment, in the second variation game after being controlled to the time-shortening state, the time from the end of the mode transition effect to the end of the variation game (times t8 to t9) is the time during which the mode transition effect is controlled to the second special mode or the third special mode. Therefore, in this embodiment, in the second variation game after being controlled to the time-shortening state, the mode transition effect is controlled to the second special mode or the third special mode for a time longer than the variation interval time. In other words, in this embodiment, the time during which the game is controlled to the second special mode or the third special mode in the second variation game after being controlled to the time-shortened state is different in length from the inter-variation interval time.
[0168] In addition, the sub-control CPU 50a controls the mode transition effect so that the presentation time (times t5 to t8) in the second variation game after being controlled to the time-shortening state is longer than the time (times t3 to t5) during which the game is controlled to the first special mode. As a result, in this embodiment, the presentation time of the mode transition effect is longer than the time during which the game is controlled to the first special mode in the second variation game after being controlled to the time-shortening state. Furthermore, the sub-control CPU 50a controls the mode transition effect so that the presentation time (times t5 to t8) in the second variation game after being controlled to the time-shortening state is longer than the time during which the game is controlled to the second special mode or the third special mode (times t8 to t9). As a result, in this embodiment, the presentation time of the mode transition effect is longer than the time during which the game is controlled to the second special mode or the third special mode in the second variation game after being controlled to the time-shortening state.
[0169] As described above, the time during which the game is controlled to the first special mode in the second variation game after being controlled to the time-saving state, and the time during which the game is controlled to the second special mode or the third special mode in the second variation game after being controlled to the time-saving state, are longer than the inter-variation interval time. Therefore, in this embodiment, the performance time of the mode transition performance is longer than the inter-variation interval time.
[0170] The effects of this embodiment will be described. (1) In a variable game, when the effect symbols of all the symbol rows are temporarily stopped due to a losing symbol combination, the player's interest may be reduced. In contrast, according to this embodiment, in the second variable game after the time-saving state is controlled, the effect symbols of all the symbol rows are temporarily stopped and then the mode transition effect is started, so that the player's interest can be attracted and the player can enjoy the game even after the effect symbols of all the symbol rows are temporarily stopped.
[0171] (2) If the mode transition effect is executed in the inter-change interval time after the second variation game is completed, when the effect mode is transitioned on the condition that the second variation game is executed after the time-shortening state, the time for the mode transition effect may not be sufficient, and the player may not enjoy the game sufficiently. In addition, when the mode transition effect is executed in the inter-change interval time, in order to ensure a sufficient time for the mode transition effect, it is also possible to make the inter-change interval time longer than when the mode transition effect is not executed. In such a case, the inter-change interval time becomes longer, and the game may become less interesting. In contrast, according to this embodiment, the mode transition effect is executed before the effect symbols of all the symbol rows are displayed as fixed stop in the second variation game after the time-shortening state. According to this, compared to the case where the mode transition effect is executed during the inter-change interval time after the second change game has ended after being controlled to the time-saving state, it is possible to increase interest in the game by preventing the game from becoming protracted while ensuring sufficient time for the mode transition effect.
[0172] (3) In this embodiment, when the second number of variable games is executed after the time-saving state is entered, the presentation mode is shifted from the first special mode to the second special mode or the third special mode without any change in the game state before and after the end of the variable game. This allows the player to enjoy the game without getting bored by shifting the presentation mode even when the game state does not change.
[0173] (4) In this embodiment, the average fluctuation time of the fluctuation game is different between the first special mode and the second or third special mode, so that the tempo of the game can be changed before and after the transition of the presentation mode. Therefore, the player can enjoy the game without getting bored.
[0174] (5) In this embodiment, when the presentation mode is changed on the condition that the second number of variable games is played after the time-saving state is entered, the presentation mode to be changed to is specified during the mode selection period set after the first special mode ends. This makes it possible to specify an appropriate presentation mode depending on the situation at the time of the presentation mode change, thereby increasing the interest in the game.
[0175] (6) In particular, in this embodiment, the presentation mode to be switched to can be determined by operating the left key D2l and the right key D2r during the mode selection period set during the execution of the second number of variable games after being controlled to the time-saving state. Therefore, in this embodiment, it is possible to switch to a presentation mode that matches the mood at the time of the transition, compared to a case in which the presentation mode to be switched to is determined before the start of the second number of variable games.
[0176] (7) Furthermore, in this embodiment, the destination presentation mode can be determined during the mode selection period that is set during the execution of the second number of variable games after control to the time-saving state. Therefore, the presentation mode can be transitioned to more quickly than when the destination presentation mode is determined after the end of the second number of variable games.
[0177] (8) In the present embodiment, the presentation time for the mode transition presentation can be longer than the inter-change interval time, so that the mode transition presentation can be fully enjoyed. (9) In this embodiment, the presentation time for the mode transition presentation can be longer than the time during which the player is controlled to the first special mode in the second variable game after being controlled to the time-saving state, so that the player can fully enjoy the mode transition presentation.
[0178] (10) In this embodiment, the presentation time of the mode transition presentation can be longer than the time during which the player is controlled to the second special mode or the third special mode in the second variable game after being controlled to the time-saving state, so that the player can fully enjoy the mode transition presentation.
[0179] (11) In this embodiment, the time during which the game is controlled to the first special mode in the second variation game after being controlled to the time-saving state is different from the inter-variation interval time, so that the player can enjoy the presentation when the game is controlled to the first special mode without being bound by the length of the inter-variation interval time.
[0180] (12) In this embodiment, the time during which the player is controlled to the second special mode or the third special mode in the second variation game after being controlled to the time-shortened state is different from the inter-variation interval time, so that the player can enjoy the presentation when the player is controlled to the second special mode or the third special mode without being bound by the length of the inter-variation interval time.
[0181] (13) In the mode transition performance, the player's attention is drawn to the transition of the performance mode, so it may be difficult to grasp whether the mode transition performance is being performed during the execution of the variable game or during the inter-variation interval time. In this case, it is difficult to grasp the remaining number of operations controlled in the time-saving state, which may reduce the player's interest. In contrast, in this embodiment, the mode transition performance is performed after the performance patterns of all the pattern rows are temporarily stopped during the execution of one variable game, and before the performance patterns of all the pattern rows are fixed and displayed, so that it is easy to grasp that the mode transition performance has been performed during the execution of one variable game. This makes it easy to grasp the remaining number of operations controlled in the time-saving state, so that it is possible to suppress the decrease in the player's interest.
[0182] (14) Furthermore, in this embodiment, the remaining number of operation notifications is executed during the execution of the second variable game after control to the time-saving state. This makes it possible to prevent the player from becoming unable to grasp the remaining number of operation times controlled to the time-saving state even if a mode transition effect is executed during one variable game.
[0183] This embodiment can be modified and implemented as follows. The present embodiment and the following modified examples can be implemented in combination with each other to the extent that no technical contradiction occurs.
[0184] The sub-control CPU 50a may be capable of controlling the execution of a definite notification effect that definitively notifies the result of a winning lottery. For example, the definite notification effect may be executed in a manner that displays a definite notification image that definitively notifies the result of a winning lottery separately from the performance symbols at the timing when the symbol combination of the performance symbols is displayed as definite stop in the variable game. In this case, the definite notification image can also be understood as definite result information that definitively notifies the result of a winning lottery.
[0185] The contents of the winning suggestion effect may be changed as appropriate. In addition, the invention may be embodied in a gaming machine that does not execute the winning suggestion effect. The period during which the remaining number of operations notification effect is executed may be changed as appropriate. For example, the sub-control CPU 50a may control the remaining number of operations notification effect not to be executed during the period during which the time-saving state is controlled, from when the time-saving state is controlled until the second number of variable games is ended, while controlling the remaining number of operations notification effect to be executed after the second number of variable games is ended, from when the time-saving state is controlled.
[0186] The content of the remaining operation count notification effect may be changed as appropriate. Also, the present invention may be embodied in a gaming machine that does not execute the remaining operation count notification effect. The method of determining the presentation mode to which the game is switched on the condition that the second number of variation games have been executed after the game is controlled to the time-saving state may be changed as appropriate. For example, the presentation mode to which the game is switched on the condition that the second number of variation games have been executed after the game is controlled to the time-saving state may be determined before the start of the second number of variation games. As an example, when the time-saving state is granted after the end of a jackpot game, the sub-control CPU50a may set a mode selection period during the jackpot game, and may determine the presentation mode to which the game is switched on the condition that the second number of variation games have been executed after the game is controlled to the time-saving state in response to the operation of the cross key D2 during the mode selection period. Also, for example, the presentation mode to which the game is switched on the condition that the second number of variation games have been executed after the game is controlled to the time-saving state may be determined by lottery by the sub-control CPU50a. In this case, the lottery by the sub-control CPU50a may be performed during the execution of the second number of variation games after the game is controlled to the time-saving state, or may be performed before the start of the second number of variation games. When the sub-control CPU 50a determines the presentation mode to be changed to before the start of the second variation game after being controlled to the time-saving state, the sub-control CPU 50a stores information capable of identifying the determined presentation mode in the sub-control RAM 50c. After that, the sub-control CPU 50a may determine the presentation mode to be changed to by referring to the information stored in the sub-control RAM 50c during the execution of the second variation game.
[0187] The number and types of the presentation modes may be changed as appropriate. For example, the type of presentation mode to which the game can be switched on the condition that the second number of variable games have been played since the time-saving state was entered may be one type, or may be three or more types.
[0188] The presentation style defined in each presentation mode may be changed as appropriate. The number and types of fluctuation pattern tables may be changed as appropriate. The allocation of the judgment value of the fluctuation pattern in each fluctuation pattern table may be changed as appropriate. For example, the judgment value of the fluctuation pattern may be allocated so that the average fluctuation time of the fluctuation game is the same between the first special table and the second special table. That is, the average fluctuation time of the fluctuation game may be the same when controlled in the first special mode and when controlled in the second special mode or the third special mode. In addition, the judgment value of the fluctuation pattern may be allocated so that the average fluctuation time of the fluctuation game is the same between the normal table and the special table. That is, the average fluctuation time of the fluctuation game may be the same when controlled in the normal mode and when controlled in the special mode.
[0189] The type of variation pattern table to be referenced may be changed as appropriate depending on the game situation. For example, when the game is controlled to the time-saving state, the variation pattern table to be referenced may be the same for the special game from the time-saving state until the second time and the special game after the time-saving state. Also, when the game is controlled to the non-time-saving state, the variation pattern table to be referenced may be the same for the special game from the time-saving state until the first time and the special game after the time-saving state ends.
[0190] The performance time of the mode transition performance may be changed as appropriate. For example, the performance time of the mode transition performance may be shorter than the time during which the game is controlled to the first special mode in the second variation game after being controlled to the time-saving state, or may be the same time. The performance time of the mode transition performance may be shorter than the time during which the game is controlled to the second special mode or the third special mode in the second variation game after being controlled to the time-saving state, or may be the same time. Furthermore, the performance time of the mode transition performance may be shorter than the inter-variation interval time, or may be the same time.
[0191] The start timing of the mode transition effect may be changed as appropriate. For example, when the second variation game is executed after the time-saving state is controlled, the sub-control CPU 50a may start the mode transition effect at a timing when the time from the start of the second variation game to the start of the mode transition effect is shorter than the inter-variation interval time or the same time. In other words, the sub-control CPU 50a may control the time during which the first special mode is controlled in the second variation game after the time-saving state is controlled to be shorter than the inter-variation interval time or the same time.
[0192] The end timing of the mode transition effect may be changed as appropriate. For example, when the second variation game is executed after the time-saving state is controlled, the sub-control CPU 50a may end the mode transition effect at a timing when the time from the end of the mode transition effect to the end of the second variation game is shorter than the variation interval time or the same as the variation interval time. In other words, the sub-control CPU 50a may control the time during which the second special mode or the third special mode is controlled in the second variation game after the time-saving state is controlled to be shorter than the variation interval time or the same as the variation interval time.
[0193] The content of the mode transition presentation may be changed as appropriate. Instead of or in addition to the mode transition effect indicating a transition from the first special mode to the second special mode or the third special mode, a mode transition effect indicating a transition from the special mode to the normal mode may be executed. In this case, the sub-control CPU 50a may execute the mode transition effect at a timing after the performance symbols of all the symbol rows are temporarily stopped during the execution of the first variable game after the time-saving state ends and before the performance symbols of all the symbol rows are fixedly stopped and displayed. In this case, the sub-control CPU 50a may be controlled to any one of a plurality of types of performance modes as the normal mode, and may determine the performance mode after the transition by setting a mode selection period during the execution of the mode transition effect executed in the first variable game after the time-saving state ends.
[0194] The timing of shifting the presentation mode may be changed as appropriate. For example, the first number of times may be two or more times. The second number of times may be nine or less times, or eleven or more times. The sub-control CPU 50a may be capable of controlling the shifting of the presentation mode under conditions other than the execution of a specific number of variable games.
[0195] The sub-control CPU 50a may control to any one of the modes during the execution of the mode transition performance. For example, the sub-control CPU 50a may control to the first special mode until the end of the mode transition performance, and may control from the first special mode to the second special mode or the third special mode with the end of the mode transition performance.
[0196] The sub-control CPU 50a may change the presentation mode to be controlled after the time-saving state ends depending on whether the second special game is reserved at the time of the time-saving state ending. For example, when the second special game is reserved at the time of the time-saving state ending, the sub-control CPU 50a may control the special mode after the time-saving state ending, whereas when the second special game is not reserved at the time of the time-saving state ending, the sub-control CPU 50a may control the normal mode after the time-saving state ending.
[0197] The number and type of jackpots may be changed as appropriate. The number and type of special wins may be changed as appropriate. For example, even if a big win game occurs when the game payout passes through a specific area in a special win game, there may be a special win that is controlled to a non-time-saving state after the big win game ends.
[0198] The main control CPU41a may specify the game state after the jackpot game is generated in the special winning game based on the game state when the game ball is detected by the specific passage sensor SE5 in the special winning game. For example, when the game ball passes through a specific area in a specific special winning game in a non-time-saving state, the main control CPU41a controls the special winning game to a non-time-saving state after the jackpot game is generated in the special winning game. On the other hand, when the game ball passes through a specific area in a specific special winning game in a time-saving state, the main control CPU41a may control the special winning game to a time-saving state after the jackpot game is generated in the special winning game.
[0199] The present invention may be embodied in a gaming machine that does not have a special jackpot symbol. In other words, a jackpot game may be generated only when a gaming ball passes through a specific area within a detection effective period in a special jackpot game.
[0200] The conditions for ending the time-saving state may be changed as appropriate. For example, the time-saving state may or may not end depending on the type of special win that is won. Also, the time-saving state may not end when a special win is won. Also, there may be multiple types of time-saving conditions with different ending conditions.
[0201] The present invention may be embodied in a gaming machine equipped with a probability variation function that varies the probability of winning a jackpot in a special winning lottery. For example, the present invention may be embodied in a pachinko gaming machine that transitions the gaming state from a low probability state to a high probability state after the end of a jackpot game on the condition that a specific jackpot has been won. Also, for example, the present invention may be embodied in a pachinko gaming machine (so-called V-variable machine) that transitions the gaming state from a low probability state to a high probability state after the end of a jackpot game on the condition that a gaming ball is detected by a specific passing sensor SE5 during the jackpot game.
[0202] The sub-control board 50 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker SP, and a lamp control board that specializes in controlling the decorative lamps LA may be provided separately from the sub-control board 50. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 50a may be composed of multiple CPUs mounted on a single board.
[0203] The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. The functions of the main control board 40 may be divided and realized on multiple boards. The main control CPU 41a may be composed of multiple CPUs mounted on a single board.
[0204] The present invention may be applied to a pachinko machine that does not execute a special game. In this case, it is preferable to display a special symbol on the special game display device 12. The technical ideas that can be understood from the above-described embodiment and modified examples will be described.
[0205] (Appendix 1) A gaming machine capable of executing a variable game based on the result of a winning lottery, comprising: a performance execution means for executing a performance; a performance control means for controlling the performance execution means; and a mode control means for controlling the performance mode to one of a plurality of performance modes, wherein in the variable game, provisional result information indicating the result of the winning lottery is displayed, and then final result information definitively notifying the result of the winning lottery is displayed, the performance modes include a first performance mode and a second performance mode, the mode control means is capable of controlling a transition from the first performance mode to the second performance mode on the condition that a specific number of times of the variable game have been executed after control to the first performance mode, the performance control means is capable of controlling a mode transition performance indicating that the presentation mode is transitioning as the presentation mode transitions from the first presentation mode to the second presentation mode, and the mode transition performance is executed at a timing after the provisional result information has been displayed and before the final result information is displayed in the specific number of times of the variable game after control to the first presentation mode.
[0206] (Appendix 2) A gaming machine as described in Appendix 1, comprising a game state control means for controlling a game state to one of a plurality of game states having different degrees of advantage for a player, wherein the game state control means does not transition the game state before or after the end of the specific number of the variable games when the presentation mode is transitioned from the first presentation mode to the second presentation mode on the condition that the specific number of the variable games have been executed.
[0207] (Appendix 3) A gaming machine as described in Appendix 1 or Appendix 2, which is provided with a fluctuation time determination means for determining the fluctuation time of the variable game, and in which the average time of the fluctuation time determined by the fluctuation time determination means differs between when the game is controlled in the first presentation mode and when the game is controlled in the second presentation mode.
[0208] (Appendix 4) A gaming machine as described in any one of Appendices 1 to 3, wherein the second presentation mode includes a plurality of second presentation modes, and when the mode control means terminates the first presentation mode on the condition that the variable game has been executed a specific number of times after controlling to the first presentation mode, the mode control means determines which of the plurality of second presentation modes to control to upon termination of the first presentation mode.
[0209] (Appendix 5) The gaming machine described in Appendix 4, wherein the mode control means determines which of a plurality of second presentation modes to control to during the execution of the variable game a specific number of times after control to the first presentation mode. [Explanation of symbols]
[0210] CL...Center line D1...Performance button D2...Directional pad D2d...Down key D2l...Left key D2r...Right key D2u...Up key GA...Transition performance image GB(GB1~GB3)...Mode selection image GC...Mode start image GD(GD1,GD2)...Teasing image GE...Suggestion image GF...Remaining number of operations image GH...Image display section HD...Launch handle LA...Decorative lamp R1...First path R1a...Left area R2...Second path R2a...Right area SE1...First start winning sensor SE2...Second start winning sensor SE3...First count sensor SE4...Second count sensor SE5...Specific pass sensor SE6...Gate sensor SL1...First solenoid SL2...Second solenoid SL3...Third solenoid SL4...Fourth solenoid SP...Speaker W...Center frame YB...Game board YBa...Game area YBb...Opening window 10...Pachinko game machine 12...Performance display device (performance execution means) 13...Information display device 13a...First special symbol display section 13b...Second special symbol display section 13c...First special hold display section 13d...Second special hold display section 13e...Normal symbol display section 13f...Normal hold display section 14...First start winning port 15...Second start winning port 16...Normal movable piece 18...First large winning port 19...First special opening / closing piece 21...Second large winning port 22...Second special opening / closing piece 23...Gate 23a...Gate port 26...Passage 26a...First passage 26b...Second passage 27...Branch section 28...Distribution shutter 40...Main control board 41...Microprocessor 41a...Main control CPU (game status control means, variable time determination means) 41b...Main control ROM 41c...Main control RAM 50... Sub-control board 50a... Sub-control CPU (performance control means, mode control means) 50b... Sub-control ROM 50c... Sub-control RAM
Claims
1. In a gaming machine capable of executing a variable game based on the result of a winning lottery, A performance execution means for executing a performance; A performance control means for controlling the performance execution means; A mode control means for controlling the display to one of a plurality of display modes, In the variable game, provisional result information showing the result of the winning lottery is displayed, and then final result information definitively notifying the result of the winning lottery is displayed. The presentation mode includes a first presentation mode and a second presentation mode, The mode control means is capable of controlling a transition from the first presentation mode to the second presentation mode on the condition that a specific number of the variable games are executed after the first presentation mode is controlled, The presentation control means is capable of controlling to execute a mode transition presentation indicating that the presentation mode is transitioning when the presentation mode transitions from the first presentation mode to the second presentation mode, The mode transition presentation is executed at a timing after the provisional result information is displayed and before the final result information is displayed during the specific number of variable games since being controlled to the first presentation mode.
2. A game state control means is provided for controlling a game state to one of a plurality of game states having different advantageous degrees for a player, A gaming machine as described in claim 1, wherein the game state control means, when the presentation mode is transitioned from the first presentation mode to the second presentation mode on the condition that the variable game is executed a specific number of times, does not transition the game state before or after the end of the variable game for the specific number of times.
3. A variable time determination means for determining a variable time of the variable game is provided, 3. The gaming machine according to claim 1, wherein an average time of the fluctuation time determined by the fluctuation time determination means is different when the gaming machine is controlled in the first presentation mode and when the gaming machine is controlled in the second presentation mode.
Citation Information
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