Game machine

The gaming machine addresses the need to enhance player interest by incorporating a performance control system that dynamically varies game states and performance modes, resulting in a more engaging gaming experience.

JP2025063820APending Publication Date: 2025-04-16NEWGIN KK
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Patent Information

Application Number
JP2024087191
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-29
Publication Date
2025-04-16

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack features to enhance player interest by incorporating variable game designs and performance control mechanisms that adapt to different game states.

Method used

A gaming machine with a performance control system that varies game states and performance modes, including normal and specific states, allowing for dynamic control of game outcomes and interactive experiences.

Benefits of technology

The system effectively enhances player interest by providing a more engaging and dynamic gaming experience through adaptive game states and performance modes.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025063820000001_ABST
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Abstract

To provide a game machine capable of increasing interest in a game.SOLUTION: A game state includes a non-time-shortened state and a time-shortened state. The time-shortened state includes a first time-shortened state, a second time-shortened state, and a third time-shortened state. A sub-control CPU controls a game mode to the second time-shortened mode when a game is in the second time-shortened state, and controls the game mode to the third time-shortened mode when the game is in the third time-shortened state. The sub-control CPU can control to execute a mode branching performance according to a successful mode suggesting that the game state is to be controlled to the third time-shortened state before the game state is controlled to the third time-shortened state. The mode branching performance according to the successful mode includes display of a third branching performance image as specific information regarding the third time-shortened mode.SELECTED DRAWING: Figure 6
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Description

[Technical field]

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

[0002] Conventionally, some pachinko gaming machines, which are a type of gaming machine, have a plurality of gaming states. For example, the pachinko gaming machine of Patent Document 1 has a normal state and a time-saving state as gaming states.

[0003] Furthermore, some of these pachinko gaming machines are designed to keep players entertained by controlling different presentation modes for each game state. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2023-63288 A Summary of the Invention [Problem to be solved by the invention]

[0005] Incidentally, in such gaming machines, it is desirable to increase interest in the game by putting more effort into the presentation executed in relation to the multiple types of game states and presentation modes. [Means for solving the problem]

[0006] The gaming machine that solves the above problem is a gaming machine capable of playing a variable game by varying symbols, and is equipped with a gaming state control means for controlling the gaming state and a presentation control means for controlling the presentation, the gaming states being a normal state and a specific state, the specific states being a first specific state and a second specific state, the presentation control means being capable of executing control over the presentation state that defines the manner of presentation, and when in the first specific state, controlling to the first specific presentation state, and when in the second specific state, controlling to the second specific presentation state, and before being controlled to the second specific presentation state, controlling to execute a presentation state suggesting presentation that suggests being controlled to the second specific presentation state, and the presentation state suggesting presentation includes specific information regarding the second specific presentation state. Effect of the Invention

[0007] According to the present invention, interest in games can be increased. [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 the transition of game states and presentation modes. [Figure 6] 6(a) to 6(e) are explanatory diagrams showing aspects of mode branching effects. [Figure 7] FIG. 7(a) is an explanatory diagram showing an aspect of the round effect, and FIG. 7(b) is an explanatory diagram showing an aspect of the third time-shortening mode start effect. [Figure 8] FIG. 8 is an explanatory diagram showing the mode of the big win confirmation presentation. [Figure 9] Figure 9(a) is an explanatory diagram showing the manner in which a complete function is activated, Figure 9(b) is an explanatory diagram showing the manner in which a complete function is activated preview, and Figure 9(c) is an explanatory diagram showing the manner in which a complete function is activated warning. [Figure 10] FIG. 10 is an explanatory diagram showing the form of the presentation when a mode branching presentation and a complete function activation warning are executed in parallel. [Figure 11] FIG. 11 is an explanatory diagram showing a mode of a warning display regarding addiction. [Figure 12] FIG. 12 is an explanatory diagram showing the relationship between the trigger for executing a mode branching effect depending on the success state and the trigger for executing a warning display regarding addiction. 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 that is 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 execute effects by outputting sound such as music and sound effects (hereinafter referred to as sound effects). The pachinko gaming machine 10 includes a decorative lamp LA that executes light emission effects using a light-emitting element (not shown). The decorative lamp LA can execute light emission effects by turning on, blinking, and turning off a light-emitting element (not shown).

[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 game machine 10 is equipped with an effect display device 12 having an image display unit GH capable of displaying an image. The effect 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 effect display device 12 is capable of executing various notifications and effects by displaying various images. In particular, the effect display device 12 is capable of executing an effect (hereinafter referred to as a "display effect") in which an image imitating a predetermined character or letter is displayed as one of the effects.

[0012] The pachinko gaming machine 10 includes an information display device 13 capable of displaying predetermined information. The information display device 13 is provided on the game board YB at a position visible to the player. The information display device 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a is capable of executing a first special symbol variable game as a variable game in which a predetermined symbol is variably displayed and the first special symbol is finally displayed as a fixed and stopped display. The information display device 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b is capable of executing a second special symbol variable game as a variable game in which a predetermined symbol is variably displayed and the second special symbol is finally displayed as a fixed and stopped display. The first special symbol and the second special symbol are symbols for notifying the result of a special winning lottery 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, 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 that is awarded when a jackpot is won in the special winning lottery may be referred to as a "jackpot game based on a pattern winning". The jackpot game will be described in detail later. On the other hand, if neither the special win nor the big win is won in the special win lottery, a losing symbol is derived in the special game. In this embodiment, the result of the special win lottery being a big win or a special win corresponds to a favorable result. Also, in this embodiment, the result of the special win lottery being neither a big win nor a special win, i.e., a losing, corresponds to an unfavorable result.

[0015] In this manner, 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 by varying and stopping the special symbols based on the result of the special winning lottery.

[0016] 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 "4".

[0017] 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 awarded after the normal game ends.

[0018] 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.

[0019] 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 20. The plurality of winning holes may include a winning hole different from these winning holes.

[0020] The first start winning opening 14 is a winning opening through which a game ball enters to satisfy 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 enters the first start winning opening 14 (see FIG. 4).

[0021] The second start winning opening 15 is a winning opening into which a game ball is entered to satisfy the conditions for awarding a prize ball and the conditions for holding 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 has entered the second start winning opening 15 (see FIG. 4).

[0022] 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).

[0023] The first large prize opening 18 is a prize 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).

[0024] 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).

[0025] 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.

[0026] 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.

[0027] The pachinko game machine 10 includes a specific passage sensor SE5 that detects a game ball passing through a specific area in the first passage 26a (see FIG. 4). In this embodiment, the specific area is a so-called V area. Although details will be described later, in this embodiment, when the first large prize winning opening 18 is opened in a special winning game, a big win occurs when the game ball that entered the first large prize winning 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 winning 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 winning 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 awarded 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 award 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").

[0028] The second large prize opening 20 is an opening through which game balls enter in order to satisfy the conditions for awarding prize balls. As an example, the second large prize opening 20 is located below the first large prize opening 18. The pachinko game machine 10 is provided with a second count sensor SE4 that detects game balls that enter the second large prize opening 20 (see FIG. 4).

[0029] The pachinko game machine 10 is provided with a second special opening / closing piece 21 that can be in an open state in which the second large prize winning opening 20 is opened so that the game ball can enter, and in a closed state in which the second large prize winning opening 20 is closed so that the game ball cannot enter. For example, the second special opening / closing piece 21 may be a door-like member that opens and closes the second large prize winning opening 20. The second special opening / closing piece 21 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 prize winning opening 20 is opened so that the game ball can enter. The game board YB is provided with a third solenoid SL3 as a means for operating the second special opening / closing piece 21 (see FIG. 4). In this embodiment, in a jackpot game, the second large prize opening 20 is opened, and the condition for awarding a prize ball is met when a game ball that enters the second large prize opening 20 is detected by the second count sensor SE4.

[0030] 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.

[0031] 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.

[0032] A player can hit a game ball into the left area R1a or the right area R2a by adjusting the launch strength of the game ball by operating the launch handle HD. The first start winning hole 14 is opened on the first route R1 (left area R1a). Therefore, when 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 route 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 20 are opened in order from the upstream side. Therefore, when 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 20, or the gate hole 23a.

[0033] 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."

[0034] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko game machine 10 has a non-time-saving state and a time-saving state as game states in which the average fluctuation time of the special game is different. In this embodiment, the non-time-saving state corresponds to a normal state, and the time-saving state corresponds to a specific state. The time-saving 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-saving state. Also, in this embodiment, the time-saving state 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-saving state. In other words, in this embodiment, the time-saving 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-saving state. That is, in this embodiment, the time-saving state is a game state that is advantageous to the player in that the ball-entry rate of the game ball into the second start winning hole 15 is improved compared to the non-time-saving state. In other words, in this embodiment, the non-time-saving state and the time-saving state are different in the degree of advantage for the player.

[0035] 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 are 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.

[0036] 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.

[0037] 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.

[0038] Here, the control conditions when the time-saving state is controlled will be described. In the pachinko game machine 10 of this embodiment, there is a case where the time-saving state is controlled after the end of the jackpot game. In other words, in this embodiment, the control condition for controlling the time-saving state includes a jackpot control condition that can be established by the end of the jackpot game.

[0039] 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.

[0040] 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 execution number 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 time-saving state includes a first time-saving state in which the number of times of operation in the number-of-times end condition is the first number, a second time-saving state in which the number of times of operation is the second number, and a third time-saving state in which the number of times of operation is the third number. In this embodiment, the first number is less than the second number and the third number, and the second number is less than the third number. As an example, the first number is 20 times, the second number is 100 times, and the third number is 140 times. In this embodiment, the second time-saving state corresponds to the first specific state, and the third time-saving state corresponds to the second specific state.

[0041] 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 symbol is derived. In the special winning 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 winning game. In the special winning game, after the opening time has elapsed, a round game is played in which the first large winning hole 18 is opened. That is, in this embodiment, if a special winning is won in the special winning lottery, a special winning game is generated in which the first large winning hole 18 is opened after the special symbol is derived in the special game. Then, in the special winning game, the first large winning hole 18 is closed when a ball entry condition in which a predetermined upper limit number of game balls enters or a time lapse condition in which a predetermined upper limit time has elapsed is met. That is, in this embodiment, the first special opening and closing piece 19 operates to an open state during the special winning game, and operates to a closed state when the ball entry condition or the time lapse condition is met. In this embodiment, a predetermined effect is performed during a round game. For example, the predetermined effect is a round effect that indicates that a round game in which the first large winning port 18 is opened is being played. After that, in the special winning game, a predetermined effect is performed for a predetermined ending time. For example, the predetermined effect is an ending effect that indicates the end of the special winning game. Then, the special winning game ends as the ending time passes.

[0042] 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".

[0043] In the jackpot 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 jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the second large prize winning hole 20 is opened is performed up to a predetermined upper limit number of times. One round game ends when a first round end condition in which a predetermined upper limit number of game balls enter the hole is met, or a second round end condition in which a predetermined upper limit time has elapsed is met. In the round game, the second large prize winning hole 20 is opened to a predetermined open state. Specifically, in this embodiment, the second large prize winning hole 20 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 21 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 20 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.

[0044] 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.

[0045] In this embodiment, the jackpot symbols of the special symbols are classified into five groups, ZA, ZB, ZC, ZD, and ZE, at a predetermined ratio. Specifically, in this embodiment, of the 100 types of 1st special symbol jackpot symbols, 50 types of jackpot symbols are classified into ZA, and 50 types of jackpot symbols are classified into ZB. In addition, in this embodiment, of the 100 types of 2nd special symbol jackpot symbols, 60 types of jackpot symbols are classified into ZC, 20 types of jackpot symbols are classified into ZD, and 20 types of jackpot symbols are classified into ZE.

[0046] In the following explanation, a jackpot based on a jackpot pattern classified as pattern ZA will be referred to as a "jackpot ZA". Similarly, a jackpot based on a jackpot pattern classified as pattern ZB, pattern ZC, pattern ZD, or pattern ZE will be referred to as a "jackpot ZB", "jackpot ZC", "jackpot ZD", or "jackpot ZE", respectively. In addition, in the following explanation, a jackpot game based on each of the jackpots ZA, ZB, ZC, ZD, and ZE will be referred to as a "jackpot game ZA", "jackpot game ZB", "jackpot game ZC", "jackpot game ZD", or "jackpot game ZE", respectively.

[0047] In this embodiment, the upper limit number of rounds is set to 10 in each of the jackpot games ZA, ZB, and ZC. In addition, the upper limit number of rounds is set to 2 in each of the jackpot games ZD and ZE. In this embodiment, the upper limit time for each of the jackpot games ZA, ZB, and ZC is set to 6 seconds. In addition, the upper limit time for each of the jackpot games ZD and ZE is set to 2 seconds.

[0048] As shown in FIG. 3(b), the pachinko game machine 10 of the present embodiment has one type of special winning symbol as a special winning symbol of the special symbol. The type of special winning game is determined for the special winning symbol. The type of special winning symbol can also be understood as the type of special winning.

[0049] In this embodiment, all of the special winning symbols of the special symbols are classified as the symbol Za. Specifically, in this embodiment, all of the special winning symbols of the 100 types of second special symbols are classified as the symbol Za. Note that, in this embodiment, the first special symbol does not include a special winning symbol. That is, in this embodiment, the special winning symbol is not derived in the first special game.

[0050] In the following description, a special win based on a special win pattern classified as a pattern Za is referred to as a "special win Za." Also, in the following description, a special win game based on a special win Za is referred to as a "special win game Za."

[0051] In the special winning game of this embodiment, the first special opening / closing piece 19 operates in a predetermined operation pattern. Specifically, in the special winning game Za, the first special opening / closing piece 19 operates in an operation pattern that allows the game ball to enter the first large winning opening 18. Also, 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 a second distribution state in which the game ball that entered the first large winning opening 18 is distributed to the second passage 26b.

[0052] 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."

[0053] Thus, in the present embodiment, in the special winning game Za, 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. For this reason, in the present embodiment, in the special winning game Za, a specific condition is established and a big winning game can be generated. In particular, in the special winning game Za, 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 the present embodiment, in the special winning game Za, if the game ball is hit to the right during the special winning game, a specific condition is established with an extremely high probability and a big winning game is generated.

[0054] In the following description, a big win game that occurs when a specific condition is met in the special win game Za will be referred to as a "big win game Za". In this embodiment, in the big win game Za, the upper limit number of rounds is set to 10. Also, in this embodiment, in the big win game Za, the upper limit time of each round is set to 6 seconds.

[0055] In this embodiment, after the end of the big win game, the time-saving state may be controlled. For example, after the end of the big win game ZA, the time-saving state is controlled to the second time-saving state. After the end of the big win game ZB, the time-saving state is controlled to the first time-saving state. After the end of the big win game ZD, the time-saving state is controlled to the third time-saving state.

[0056] In addition, after the end of the jackpot game ZC, ZE, Za, the game state is controlled to a different state depending on the game state at the time of the win. Here, the game state at the time of the win refers to the game state when a jackpot or special win is won in the special win lottery. Specifically, when the jackpot game ZC, ZE, Za is awarded, if the game state at the time of the win is the third time-saving state, the game state is controlled to the third time-saving state after the end of the jackpot game. On the other hand, when the jackpot game ZC, ZE, Za is awarded, if the game state at the time of the win is a game state other than the third time-saving state, the game state is controlled to the second time-saving state after the end of the jackpot game.

[0057] 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.

[0058] 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 special symbol (special winning result) is derived in the special game, a symbol combination of a special win by the effect symbols is derived in the effect game. Furthermore, when a specific symbol (specific winning result) is derived in the special game, a symbol combination of a specific win by the effect symbols is derived in the effect game. And, when a losing symbol (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".

[0059] 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.

[0060] 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.

[0061] The main control ROM 41b stores judgment values ​​and tables used for various judgments and lotteries. In this embodiment, the main control ROM 41b corresponds to a storage means for storing various information. 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 fluctuation 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 determination information. The fluctuation determination information is information that defines the determination mode of the fluctuation pattern. In particular, in this embodiment, the fluctuation determination information is a set of judgment values ​​used in the fluctuation pattern determination lottery. The fluctuation determination information may be an allocation table used in the fluctuation pattern determination lottery.

[0062] 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.

[0063] 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.

[0064] 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 21 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.

[0065] 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 performance. 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 performance data used for display performance, light-emitting performance data used for light-emitting performance, audio performance data used for audio performance, and movable body performance data used for movable body performance.

[0066] 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.

[0067] 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 performs control related to the performance.

[0068] 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.

[0069] 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.

[0070] 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 (4 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.

[0071] 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.

[0072] 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 winning and the special game is not being executed, whereas it judges negatively when the game is winning or the special game is being executed. 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 the process of executing the second special game. On the other hand, when 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. When the first special reserved number is "1" or more, the main control CPU41a executes the process of executing the first special game.

[0073] 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.

[0074] 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.

[0075] 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. The main control CPU41a then performs a special winning lottery using the special winning random number specified from the acquired random number information. Specifically, when the main control CPU41a executes a first special game, it 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, it 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.

[0076] Here, the main control CPU41a judges whether or not a jackpot is won by judging whether or not the value of the special win random number matches the jackpot judgment value stored in the main control ROM41b. Then, when the value of the special win random number matches the jackpot judgment value, the main control CPU41a performs a jackpot fluctuation process. In the jackpot fluctuation process, the main control CPU41a 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. At this time, the main control CPU41a determines the special symbol at a determination ratio that differs between when the first special game is executed and when the second special game is executed.

[0077] 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.

[0078] 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 values ​​are allocated so that a special win can be won in the second special win lottery, but a special win cannot be won in the first special win lottery.

[0079] 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.

[0080] 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.

[0081] Then, when the main control CPU41a determines the fixed stop symbol derived in the special game, it determines the variation pattern by performing a variation pattern determination lottery based on the value of the variation pattern random number specified from the acquired random number information. At this time, when the main control CPU41a determines a special symbol as the fixed stop symbol, it determines the variation pattern from the variation patterns for special wins. When the main control CPU41a determines a specific symbol as the fixed stop symbol, it determines the variation pattern from the variation patterns for specific wins. When the main control CPU41a determines a losing symbol as the fixed stop symbol, it determines the variation pattern from the variation patterns for losing.

[0082] 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 a variation pattern and instructs the start of a performance game in the output buffer. The main control CPU41a also measures the variation time determined for the variation pattern determined in the special symbol start process. Then, the main control CPU41a controls the information display device 13 so that the special symbol determined in the special symbol start process is derived after the variation time determined for the variation pattern has elapsed. In addition, when the change time set for the change pattern determined in the special symbol start process has elapsed, the main control CPU 41a sets information for deriving a combination of performance symbols (hereinafter, referred to as an all symbol stop command) in the output buffer. With the above-mentioned control, the pachinko game machine 10 of this embodiment can execute a change game in which symbols are changed.

[0083] Next, the process for generating a winning game performed by the main control CPU 41a will be described. In this embodiment, the main control CPU 41a executes the process for generating a winning game, thereby realizing a winning game awarding means for awarding a winning game after a winning symbol is derived in a variable game.

[0084] First, the special win process for generating a special win game performed by the main control CPU 41a will be described. After the special game of the special win is over, the main control CPU 41a performs special win processing. In the special win processing, the main control CPU 41a performs control according to the type of the special win won, thereby generating a special win game based on the special win won.

[0085] First, the main control CPU41a starts measuring the opening time, and generates information capable of identifying the start of the special winning game (hereinafter, referred to as a special winning game start command) and sets it in the output buffer. When the opening time has elapsed, the main control CPU41a controls the second solenoid SL2 so that the first large winning opening 18 is opened based on a predetermined opening pattern, and generates information capable of identifying that the first large winning opening 18 has been opened (hereinafter, referred to as an opening start command) and sets it in the output buffer. After that, when the ball entry condition or the time lapse condition is established, the main control CPU41a controls the second solenoid SL2 so that the first large winning opening 18 is closed, and generates information capable of identifying that the first large winning opening 18 has been closed (hereinafter, referred to as an opening end command) and sets it in the output buffer. After that, the main control CPU41a starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU41a generates information capable of specifying the end of the special win game (hereinafter, referred to as a special win game end command) and sets it in the output buffer. After that, the main control CPU41a ends the special win process.

[0086] In addition, the main control CPU41a controls the fourth solenoid SL4 in the special winning process so as to operate the distribution shutter 28 based on a predetermined operation pattern during the special winning game. Then, when the operation of the distribution shutter 28 based on the predetermined operation pattern has not ended at the end of the special winning game, the main control CPU41a controls the fourth solenoid SL4 so as to end the operation of the distribution shutter 28 with the end of the special winning game.

[0087] Next, a big win process for generating a big win game performed by the main control CPU 41a will be described. When a game ball is detected by the specific passing sensor SE5 during a special winning game, the main control CPU41a performs a jackpot process after the special winning game ends. The main control CPU41a also performs a jackpot process after the special game of the jackpot ends. In the jackpot process, the main control CPU41a performs control according to the type of winning. As a result, the main control CPU41a generates a jackpot game according to the type of winning.

[0088] 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 20 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 20 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.

[0089] 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.

[0090] Next, a description will be given of processing related to the game state performed by the main control CPU 41a. In this embodiment, the main control CPU 41a performs processing related to the game state, thereby realizing a function as a game state control means for controlling the game state.

[0091] 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-shortening state by setting a value that can specify the non-time-shortening state to the operation flag. The main control CPU41a controls the game state to the time-shortening state by setting a value that can specify the time-shortening state to the operation flag.

[0092] In addition, the main control CPU41a can set the number of times of operation in the time-saving state by setting a predetermined number of times to the operation count flag stored in the main control RAM41c. Specifically, the main control CPU41a controls the time-saving state to the first time-saving state by setting the operation count flag to the first number of times. The main control CPU41a controls the time-saving state to the second time-saving state by setting the operation count flag to the second number of times. The main control CPU41a controls the time-saving state to the third time-saving state by setting the operation count flag to the third number of times. When the main control CPU41a updates the values ​​of the operation flag and the operation count flag, it generates a game state command capable of identifying the current game state and sets it in the output buffer.

[0093] 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 and erases the value of the operation count 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.

[0094] In addition, when the main control CPU 41a ends the big win game, the values ​​of the operation flag and the operation count flag are updated according to the game state at the time of the win and the type of the big win game. As a result, the main control CPU 41a can control to the time-saving state when the big win control condition is met.

[0095] Specifically, when the main control CPU41a ends the jackpot game ZA, it sets the activation flag to a value that can identify the time-shortened state, and sets the activation count flag to a second count, thereby controlling the game to the second time-shortened state. When the main control CPU41a ends the jackpot game ZB, it sets the activation flag to a value that can identify the time-shortened state, and sets the activation count flag to a first count, thereby controlling the game to the first time-shortened state. When the main control CPU41a ends the jackpot game ZD, it sets the activation flag to a value that can identify the time-shortened state, and sets the activation count flag to a third count, thereby controlling the game to the third time-shortened state.

[0096] When the main control CPU41a ends the jackpot game ZC, ZE, Za and the game state at the time of the hit is the third time-shortening state, the main control CPU41a sets the operation flag to a value that can identify the time-shortening state and sets the operation count flag to the third number of times, thereby controlling the game to the third time-shortening state. On the other hand, when the main control CPU41a ends the jackpot game ZC, ZE, Za and the game state at the time of the hit is a game state other than the third time-shortening state, the main control CPU41a sets the operation flag to a value that can identify the time-shortening state and sets the operation count flag to the second number of times, thereby controlling the game to the second time-shortening state.

[0097] In addition, the main control CPU41a sets a value that can specify a non-time-shortened state to the activation flag and erases the value of the activation count flag when the special game is executed the number of times set in the activation count flag after the time-shortened state is controlled. This enables the main control CPU41a to control the termination of the time-shortened state when the count termination condition is met.

[0098] Specifically, the main control CPU41a counts the number of special games executed since the time-shortening state was established by updating the value of a predetermined counter in the main control RAM41c every time a special game is executed during the time-shortening state. Then, when the number of special games executed since the time-shortening state was established reaches the number set in the activation count flag, the main control CPU41a sets a value that can identify a non-time-shortening state to the activation flag and erases the value of the activation count flag.

[0099] Next, the normal symbol input process performed by the main control CPU 41a will be described. 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.

[0100] 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.

[0101] 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).

[0102] 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.

[0103] 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.

[0104] 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 in a specific game state, it becomes easier for the game ball to enter the second start winning hole 15 compared to when in a non-specific game state.

[0105] 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. For example, when the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the first start winning sensor SE1, the main control CPU 41a generates a first ball entry command indicating that the game ball has entered the first start winning port 14 and sets the first ball entry command in the output buffer. When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the second start winning sensor SE2, the main control CPU 41a generates a second ball entry command indicating that the game ball has entered the second start winning port 15 and sets the second ball entry command in the output buffer.

[0106] In addition, the main control CPU 41a performs control to award a predetermined number of prize balls when the awarding condition for the prize balls is satisfied. The control to award the prize balls is not limited to the control to actually pay out the game balls to the outside of the machine, but is intended to include, for example, the control to update (add) the number of balls held by the player stored as data in the pachinko game machine 10 or an external device separate from the pachinko game machine 10.

[0107] In addition, when the main control CPU41a receives a detection signal indicating that a game ball has been detected from the first count sensor SE3, it generates a first large prize command indicating that the game ball has entered the first large prize opening 18 and sets it in the output buffer. When the main control CPU41a receives a detection signal indicating that a game ball has been detected from the second count sensor SE4, it generates a second large prize command indicating that the game ball has entered the second large prize opening 20 and sets it in the output buffer. When the main control CPU41a receives a detection signal indicating that a game ball has been detected from the specific passage sensor SE5, it generates a specific passage command indicating that the game ball that entered the first large prize opening 18 has passed through a specific area in the first passage 26a and sets it in the output buffer. When the main control CPU41a receives a detection signal indicating that a game ball has been detected from the gate sensor SE6, it generates a gate passage command indicating that the game ball has passed through the gate 23 and sets it in the output buffer.

[0108] 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.

[0109] 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.

[0110] Specifically, when a special symbol classified as a special symbol is specified, the sub-control CPU 50a determines a symbol combination for a special win based on the performance symbol. When a special symbol classified as a specific symbol is specified, the sub-control CPU 50a determines a symbol combination for a specific win based on the performance symbol. When a special symbol classified as a losing symbol is specified, the sub-control CPU 50a determines a symbol combination for a losing win based on the performance symbol.

[0111] Also, when the sub-control CPU 50a 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 CPU 50a controls the effect display device 12 to start the variable display of the effect symbols of each symbol row. That is, the sub-control CPU 50a starts the effect game. Specifically, the sub-control CPU 50a controls the effect display device 12 to variably display three columns of effect symbols. Also, the sub-control CPU 50a controls the execution of various effects that have been determined to be executed. Next, when a predetermined timing arrives after starting the effect game, the sub-control CPU 50a temporarily stops and displays the effect symbols of each symbol row, and then, upon input of the all symbol stop command, causes the effect symbols of each symbol row to be fixed and stopped and displayed. In addition, the sub-control CPU 50a may display the performance symbols of each symbol row in a fixed stop state upon the lapse of a variable time set in the variable pattern, regardless of the all symbol stop command. In this case, the all symbol stop command may be omitted.

[0112] Thereafter, the sub-control CPU 50a controls the performance display device 12 to end the performance game by ending the fixed stop display of the performance symbol when the fixed stop time of the special symbol has elapsed.

[0113] Next, processing related to the game state will be described. When the sub-control CPU 50a receives a game state command from the main control CPU 41a, the sub-control CPU 50a stores a value capable of identifying a game state determined from the input game state command in a sub-operation flag in the sub-control RAM 50c, and stores a value capable of identifying a number of operations determined from the input game state command in a sub-operation number flag in the sub-control RAM 50c. This allows the sub-control CPU 50a to identify the current game state and the number of operations.

[0114] The following describes the effects in the pachinko gaming machine 10 of this embodiment. First, the presentation mode in this embodiment will be described. The pachinko game machine 10 of this embodiment has a plurality of presentation modes that define various presentation aspects. The various presentation aspects include, for example, the types of presentation that can be executed, the execution probability of the presentation, and the types of images displayed in the presentation. In this embodiment, the presentation mode corresponds to the presentation state.

[0115] As shown in FIG. 5, the pachinko gaming machine 10 of this embodiment has four types of presentation modes: a normal mode, a first time-saving mode, a second time-saving mode, and a third time-saving mode.

[0116] The normal mode is a presentation mode when the current game state is a non-time-saving state. The first time-saving mode is a presentation mode when the current game state is a first time-saving state. The second time-saving mode is a presentation mode when the current game state is a second time-saving state. The third time-saving mode is a presentation mode when the current game state is a third time-saving state. In this embodiment, the second time-saving mode corresponds to the first specific presentation state, and the third time-saving mode corresponds to the second specific presentation state.

[0117] In this embodiment, the sub-control CPU 50a specifies the current game state based on the values ​​of the sub-operation flag and the sub-operation count flag stored in the sub-control RAM 50c, and controls to a presentation mode corresponding to the specified game state. That is, in this embodiment, the sub-control CPU 50a controls to any one of a plurality of presentation modes according to the current game state. At this time, the sub-control CPU 50a controls to a predetermined presentation mode by storing a value indicating a predetermined presentation mode in the mode flag of the sub-control RAM 50c. Specifically, when in a non-time-shortening state, the sub-control CPU 50a controls to a normal mode by storing a value indicating a normal mode in the mode flag. When in a first time-shortening state, the sub-control CPU 50a controls to a first time-shortening mode by storing a value indicating the first time-shortening mode in the mode flag. When in a second time-shortening state, the sub-control CPU 50a controls to a second time-shortening mode by storing a value indicating the second time-shortening mode in the mode flag. When the sub-control CPU 50a is in the third time-saving state, the sub-control CPU 50a controls the mode to the third time-saving mode by storing a value indicating the third time-saving mode in the mode flag. Then, the sub-control CPU 50a executes various effects based on the value stored in the mode flag. In this embodiment, the sub-control CPU 50a can execute control related to the effect state.

[0118] In this embodiment, the sub-control CPU 50a does not control any of the presentation modes during the special win game and the big win game. At this time, the sub-control CPU 50a may erase the value of the mode flag during the special win game and the big win game.

[0119] Next, the transition of the game state and the presentation mode will be explained together with the control of the main control CPU41a and the sub control CPU50a. In this explanation, the situation that does not occur or is difficult to occur when playing normally will not be considered. That is, in this explanation, the situation of winning the jackpot ZC, ZD, ZE and the special jackpot Za in the non-time-saving state, which is the game state where left-hand hitting is recommended, and the situation of winning the jackpot ZA, ZB in the time-saving state, which is the game state where right-hand hitting is recommended, will not be considered.

[0120] First, the transition patterns of the game state and presentation mode when the current game state is not in the time-saving state will be described. When the main control CPU41a wins a jackpot ZA during the non-time-shortening state, the sub-control CPU50a controls the mode to the second time-shortening state after the jackpot game ZA ends. Therefore, when the main control CPU41a wins a jackpot ZA during the normal mode, the sub-control CPU50a controls the mode to the second time-shortening mode after the jackpot game ZA ends. When the main control CPU41a wins a jackpot ZB during the non-time-shortening state, the sub-control CPU50a controls the mode to the first time-shortening state after the jackpot game ZB ends. Therefore, when the main control CPU41a wins a jackpot ZB during the normal mode, the sub-control CPU50a controls the mode to the first time-shortening mode after the jackpot game ZB ends.

[0121] Next, the transition patterns of the game state and the presentation mode when the current game state is the first time-shortening state will be described. When the main control CPU41a wins the jackpot ZC or ZE during the first time-saving state, the sub-control CPU50a controls the mode to the second time-saving state after the jackpot game ends. Therefore, when the main control CPU41a wins the jackpot ZC or ZE during the first time-saving mode, the sub-control CPU50a controls the mode to the second time-saving mode after the jackpot game ends. When the main control CPU41a wins the special jackpot Za during the first time-saving state and the game ball passes through a specific area during the special jackpot game Za, the main control CPU41a controls the mode to the second time-saving state after the jackpot game Za ends. Therefore, when the sub-control CPU50a wins the special jackpot Za during the first time-saving mode and the game ball passes through a specific area during the special jackpot game Za, the sub-control CPU50a controls the mode to the second time-saving mode after the jackpot game Za ends. When the main control CPU41a wins a jackpot ZD during the first time-saving state, the sub-control CPU50a controls the mode to the third time-saving state after the jackpot game ZD ends. When the main control CPU41a wins a jackpot ZD during the first time-saving mode, the sub-control CPU50a controls the mode to the third time-saving mode after the jackpot game ZD ends.

[0122] The main control CPU41a ends the time-saving state when the first number of special games are played after the first time-saving state is entered. Therefore, the sub-control CPU50a controls the game to the normal mode when the first number of special games are played after the first time-saving mode is entered.

[0123] Next, the transition patterns of the game state and the presentation mode when the current game state is the second time-shortening state will be described. When the main control CPU41a wins a jackpot ZC or ZE during the second time-saving state, the sub-control CPU50a controls the mode to the second time-saving state even after the jackpot game ends. Therefore, when the main control CPU41a wins a jackpot ZC or ZE during the second time-saving mode, the sub-control CPU50a controls the mode to the second time-saving mode even after the jackpot game ends. When the main control CPU41a wins a special jackpot Za during the second time-saving state and the game ball passes through a specific area in the special jackpot game Za, the sub-control CPU50a controls the mode to the second time-saving state even after the jackpot game Za ends. Therefore, when the sub-control CPU50a wins a special jackpot Za during the second time-saving mode and the game ball passes through a specific area in the special jackpot game Za, the sub-control CPU50a controls the mode to the second time-saving mode even after the jackpot game Za ends.

[0124] When the main control CPU41a wins a jackpot ZD during the second time-saving state, the main control CPU41a controls the state to the third time-saving state after the jackpot game ZD ends. That is, when a jackpot symbol is derived in a special game during the second time-saving state, the main control CPU41a can control the state to transition to the third time-saving state after the jackpot game that is awarded after the special game ends. Therefore, when the sub-control CPU50a wins a jackpot ZD during the second time-saving mode, the sub-control CPU50a controls the state to the third time-saving mode after the jackpot game ZD ends.

[0125] The main control CPU41a ends the time-saving state when the second number of special games is played after the second time-saving state is entered. Therefore, the sub-control CPU50a controls the game to the normal mode when the second number of special games is played after the second time-saving mode is entered.

[0126] Next, the transition patterns of the game state and the presentation mode when the current game state is the third time-saving state will be described. When the main control CPU41a wins a jackpot ZC, ZD, or ZE during the third time-saving state, the sub-control CPU50a controls the mode to the third time-saving state even after the jackpot game ends. Therefore, when the main control CPU41a wins a jackpot ZC, ZD, or ZE during the third time-saving mode, the sub-control CPU50a controls the mode to the third time-saving mode even after the jackpot game ends. When the main control CPU41a wins a special jackpot Za during the third time-saving state and the game ball passes through a specific area in the special jackpot game Za, the sub-control CPU50a controls the mode to the third time-saving state even after the jackpot game Za ends. Therefore, when the sub-control CPU50a wins a special jackpot Za during the third time-saving mode and the game ball passes through a specific area in the special jackpot game Za, the sub-control CPU50a controls the mode to the third time-saving mode even after the jackpot game Za ends.

[0127] The main control CPU41a ends the time-saving state when the third number of special games are played after the third time-saving state is entered. Therefore, the sub-control CPU50a controls the game to the normal mode when the third number of special games are played after the third time-saving mode is entered.

[0128] Next, the mode branching effects that can be executed by the pachinko gaming machine 10 of this embodiment will be described together with the control by the sub-control CPU 50a. As shown in Fig. 6, the mode branching effect in this embodiment is an effect that is executed in a manner that suggests whether or not to transition to the third time-saving mode. The mode branching effect can be executed when the first time-saving mode or the second time-saving mode is controlled, and can be executed during the execution of the special game. The mode branching effect is executed in either a success mode that suggests a transition to the third time-saving mode, or a failure mode that suggests no transition to the third time-saving mode.

[0129] When the sub-control CPU 50a is controlled to the first time-saving mode or the second time-saving mode, the sub-control CPU 50a performs a branching effect execution lottery to determine whether or not to execute a mode branching effect when the special symbol designation command is input. If the branching effect execution lottery is won, the sub-control CPU 50a decides to execute the mode branching effect. At this time, the sub-control CPU 50a varies the winning probability in the branching effect execution lottery according to the type of special symbol designated by the special symbol designation command.

[0130] In addition, when the sub-control CPU50a wins the branching effect execution lottery, it determines the mode of the mode branching effect according to the type of special symbol specified by the special symbol designation command. Specifically, when a special symbol classified as a jackpot symbol ZD is designated, the sub-control CPU50a determines the success mode as the mode of the mode branching effect. That is, when the sub-control CPU50a is controlled to the third time-saving state after the end of the jackpot game that is awarded after the end of the special game, it is possible to control the sub-control CPU50a to execute the mode branching effect according to the success mode during the execution of the special game. In other words, before being controlled to the third time-saving mode, the sub-control CPU50a is possible to control the mode branching effect to be executed in a success mode that suggests that the game will be controlled to the third time-saving mode. In particular, in this embodiment, the mode branching effect according to the success mode can be executed when a jackpot is won when in the first time-saving state or the second time-saving state, and when the game is controlled to the third time-saving state after the end of the jackpot game based on the jackpot.

[0131] On the other hand, when a special symbol other than the special symbol classified as the big win symbol ZD is specified, the sub-control CPU 50a determines the failure mode as the mode of the mode branching effect. That is, when the sub-control CPU 50a is not controlled to the third time-saving state after the end of the special game, the sub-control CPU 50a can control the execution of the mode branching effect according to the failure mode during the execution of the special game.

[0132] When it is decided to execute the mode branching effect, the sub-control CPU 50a controls the effect display device 12 to display a first branching effect image G1 indicating that there is a possibility of transitioning to the third time-saving mode regardless of whether the mode is successful or unsuccessful (FIG. 6(a)). For example, the first branching effect image G1 is an image imitating the character string "Enter the third time-saving mode if the effect is successful!"

[0133] Next, when the sub-control CPU 50a executes a mode branching performance in a successful manner, it controls the performance display device 12 to display the second branching performance image G2 and then the third branching performance image G3 (Figures 6 (b) and (c)).

[0134] In this embodiment, the third branching performance image G3 is an image suggesting that the third time-saving mode will be selected. Specifically, the third branching performance image G3 is an image including a character string indicating the name of the third time-saving mode. For example, the third branching performance image G3 is an image including a character string "Third time-saving mode confirmed!" and an effect surrounding the character string. In this embodiment, the display of the third branching performance image G3 in the mode branching performance corresponds to a performance state suggestion performance suggesting that the third time-saving mode will be selected. Also, in this embodiment, the character string "Third time-saving mode confirmed!" in the third branching performance image G3 corresponds to specific information related to the third time-saving mode. That is, in this embodiment, the display of the third branching performance image G3 in the mode branching performance includes specific information related to the third time-saving mode.

[0135] In this embodiment, the second branching performance image G2 is an image before the third branching performance image G3 is displayed. For example, the second branching performance image G2 is an image that makes the entire image display section GH appear dark. In this embodiment, the display of the second branching performance image G2 in the mode branching performance corresponds to a specific performance.

[0136] In this embodiment, in a mode branching performance based on a successful mode, the second branching performance image G2 is displayed first, and then the third branching performance image G3 is displayed. In other words, in this embodiment, it can be said that the performance state suggestion performance is executed in response to the execution of a specific performance. Note that in this embodiment, in a mode branching performance based on a successful mode, the third branching performance image G3 will not be displayed without the second branching performance image G2 being displayed. Therefore, in this embodiment, it can be said that the performance state suggestion performance will not be executed if the specific performance is not executed.

[0137] On the other hand, when the sub-control CPU 50a executes a mode branching performance in a failed mode, it controls the performance display device 12 to display the fourth branching performance image G4 and then the fifth branching performance image G5 (Figures 6 (d) and (e)).

[0138] In this embodiment, the fifth branching performance image G5 is an image suggesting that the second time-saving mode will be selected. Specifically, the fifth branching performance image G5 is an image including a character string indicating the name of the second time-saving mode. For example, the fifth branching performance image G5 is an image imitating the character string "second time-saving mode confirmed." In this embodiment, the display of the fifth branching performance image G5 in the mode branching performance corresponds to the first performance state related performance associated with the second time-saving mode.

[0139] In this embodiment, the fourth branching performance image G4 is an image before the fifth branching performance image G5 is displayed. For example, the fourth branching performance image G4 is an image imitating the character string "Failed...". In this embodiment, the display of the fourth branching performance image G4 in the mode branching performance corresponds to a special performance.

[0140] In this embodiment, in the mode branching effect due to the failure mode, the fourth branching effect image G4 is displayed, followed by the fifth branching effect image G5. In other words, in this embodiment, the sub-control CPU 50a can control the execution of the first effect state related effect in response to the execution of the special effect.

[0141] In this embodiment, in the mode branching effect according to the successful mode, the fourth branching effect image G4 is not displayed. That is, in this embodiment, when the fourth branching effect image G4 is displayed in the mode branching effect, the third branching effect image G3 is not displayed. Therefore, in this embodiment, when the special effect is executed, it can be said that the effect state suggestion effect is not executed.

[0142] On the other hand, in this embodiment, in the mode branching performance due to the failure mode, the second branching performance image G2 is not displayed. That is, in this embodiment, the sub-control CPU 50a can display the fifth branching performance image G5 when the second branching performance image G2 is not displayed. Therefore, in this embodiment, it can be said that the sub-control CPU 50a can control the execution of the first performance state related performance when the specific performance is not executed.

[0143] Next, the third time-shortening mode start performance executable by the pachinko gaming machine 10 of the present embodiment will be described together with the control by the sub-control CPU 50a. As shown in Fig. 7, the third time-saving mode start effect of this embodiment is an effect executed in a manner indicating the start of the third time-saving mode. The third time-saving mode start effect can be executed during the ending time of a big win game when the game is controlled to the third time-saving mode after the end of the big win game. That is, the third time-saving mode start effect is an example of an ending effect. In this embodiment, the third time-saving mode start effect corresponds to a performance state start effect.

[0144] When the sub-control CPU 50a transitions to the third time-shortening mode after the end of the jackpot game ZD triggered by winning a jackpot ZD in the first or second time-shortening mode, it executes the third time-shortening mode start performance during the ending time of the jackpot game ZD. At this time, the sub-control CPU 50a determines whether or not the jackpot ZD has been won based on the input special symbol designation command, and determines the game state when the jackpot ZD has been won based on the values ​​set in the sub-operation flag and the sub-operation count flag.

[0145] Specifically, the sub-control CPU 50a controls the effect display device 12 to execute a round effect during a round play in a jackpot game (FIG. 7(a)). For example, in the round effect, a round notification image G11 is displayed to indicate that a round play is being played in a jackpot game. In this embodiment, the round notification image G11 is an image imitating the character string "jackpot".

[0146] Next, when executing the third time-saving mode start effect, the sub-control CPU 50a controls the effect display device 12 to execute the third time-saving mode start effect upon input of a round end command indicating the end of the final round of play (FIG. 7(b)). For example, in the third time-saving mode start effect, a third time-saving mode start notification image G12 indicating the start of the third time-saving mode is displayed. In this embodiment, the third time-saving mode start notification image G12 is an image imitating the character string "Third time-saving mode start!!". That is, in this embodiment, the third time-saving mode start effect is an effect indicating the name of the third time-saving mode.

[0147] By such control, in the pachinko gaming machine 10 of this embodiment, when the jackpot ZD is won while being controlled to the second time-saving mode, a mode branching effect according to the success state may be executed during the execution of the special game, and during the jackpot game granted after the end of the special game, a third time-saving mode start effect different from the mode branching effect is executed. That is, in the pachinko gaming machine 10 of this embodiment, even if an effect suggesting a transition to the third time-saving mode is executed during the execution of the special game, an effect indicating the start of the third time-saving mode is executed during the jackpot game in addition to the effect.

[0148] Next, the big win confirmation presentation that can be executed by the pachinko gaming machine 10 of this embodiment will be described together with the control by the sub-control CPU 50a. As shown in Fig. 8, the jackpot confirmation effect of this embodiment is an effect executed in a manner that definitely indicates that a jackpot has been won. That is, in this embodiment, the jackpot confirmation effect corresponds to a winning notification effect that notifies that a winning symbol will be derived in a special game. The jackpot confirmation effect can be executed during the execution of a special game that is executed based on the result of a special winning lottery when a jackpot has been won in a special winning lottery.

[0149] The sub-control CPU 50a, upon input of a special symbol designation command that designates a jackpot symbol, performs a confirmation effect execution lottery to determine whether or not a jackpot confirmation effect can be executed. When it is determined to execute a jackpot confirmation effect, the sub-control CPU 50a controls the effect display device 12 to display a jackpot confirmation image G21 at a predetermined timing during the execution of the special game. For example, the jackpot confirmation image G21 is an image composed of the character string "jackpot confirmed!" and an effect surrounding the character string. In this embodiment, the effect included in the third branching effect image G3 in the mode branching effect due to the successful mode is the same as the effect included in the jackpot confirmation image G21. That is, the third branching effect image G3 and the jackpot confirmation image G21 include the same image. In other words, the mode branching effect due to the successful mode has a part of the same effect content as the jackpot confirmation effect.

[0150] Next, various effects executed in association with a function (hereinafter, referred to as a complete function) that restricts the execution of a game when the number of specific balls reaches the upper limit will be described. As an example, the specific ball number is information based on the number of prize balls acquired by the player and the number of balls used by the player in the game. As an example, the specific ball number is counted based on the number of prize balls awarded after power is supplied to the pachinko game machine 10 and the number of balls used in the game after power is supplied to the pachinko game machine 10. As an example, the upper limit number is 95,000. Specifically, the specific ball number is added by a number corresponding to the number of prize balls acquired by the player each time the player acquires a prize ball, and is subtracted by a number corresponding to the number of game balls fired by the player each time the player fires a game ball. However, when the specific ball number is 0, the specific ball number is not subtracted even if the player fires a game ball. In other words, the specific number of balls corresponds to the increase in the number of game balls from the base point at which the number of game balls was the smallest when the game results were obtained during a day of business.

[0151] First, the complete function activation notification (game stop presentation) executed when the complete function is activated will be described. As shown in Fig. 9(a), in the performance display device 12, a complete function activation notification is executed in response to activation of the complete function. In the complete function activation notification, a game stop image G31 indicating that the execution of the game has been restricted is displayed in the performance display device 12. For example, the game stop image G31 is an image imitating the character string "Today's game has ended."

[0152] Next, a complete function operation notice (stop notice performance) executed when the operation of the complete function is on hold will be described. As an example, when the specific number of balls reaches the upper limit during the execution of a jackpot game, the operation of the complete function is on hold until the jackpot game ends.

[0153] As shown in Fig. 9(b), in the performance display device 12, when the specific number of balls reaches the upper limit during the execution of the jackpot game, a complete function activation notice is executed. In the complete function activation notice, a stop notice image G32 is displayed in the performance display device 12, which indicates that the execution of the game will be restricted after the end of the jackpot game. For example, the stop notice image G32 is an image imitating the character string "The game will stop after the end of the jackpot game."

[0154] Next, a complete function activation warning (arrival notice performance) that is executed when the specific number of balls reaches a specific number that is smaller than the upper limit number will be described. As an example, the specific number is 90000. In this embodiment, the complete function activation warning corresponds to a predetermined suggestion performance.

[0155] As shown in Fig. 9(c), in the performance display device 12, a complete function activation warning is executed when the specific number of balls reaches a specific number that is smaller than the upper limit number. In the complete function activation warning, the performance display device 12 displays an arrival notice image G33 that warns that the specific number of balls will reach the upper limit number. For example, the arrival notice image G33 is an image that imitates the character string "The specific number of balls will soon reach the upper limit number."

[0156] Next, a specific ball counting process for counting a specific number of balls will be described. The specific ball counting process includes a first specific ball counting process and a second specific ball counting process. The main control CPU 41a executes the first specific ball counting process when it is determined that the game balls have been used. The main control CPU 41a executes the second specific ball counting process when the prize balls are awarded in the prize ball payout process.

[0157] In the first specific ball counting process, the main control CPU 41a determines whether the complete function is operating. As an example, the main control CPU 41a determines whether the complete function is operating based on a complete function operation flag stored in the main control RAM 41c. If the complete function is operating, the main control CPU 41a ends the first specific ball counting process.

[0158] When the complete function is not in operation, the main control CPU41a judges whether the complete function is in standby. As an example, the main control CPU41a judges whether the complete function is in standby based on the complete function standby flag stored in the main control RAM41c. As an example, the complete function is in standby when the number of specific balls reaches the upper limit, but the standby condition for the complete function is satisfied, so that the operation of the complete function is in standby. As an example, the standby condition for the complete function is satisfied during a jackpot game. In other words, even if the number of specific balls reaches the upper limit, the operation of the complete function is in standby during a jackpot game. When the complete function is in standby, the main control CPU41a ends the first specific ball counting process.

[0159] When the complete function is not in standby, the main control CPU41a judges whether the specific ball number stored in the main control RAM41c is 0. When the specific ball number is 0, the main control CPU41a ends the first specific ball number counting process. When the specific ball number is not 0, the main control CPU41a updates the specific ball number stored in the main control RAM41c by subtracting 1. The main control CPU41a stores a control command (hereinafter, referred to as a specific ball number command) according to the updated specific ball number in the output buffer. As an example, the main control CPU41a generates a specific ball number command so that the updated specific ball number can be specified, and stores the generated specific ball number command in the output buffer. The sub-control CPU50a that inputs the specific ball number command specifies the specific ball number from the command, and controls to execute a complete function operation warning when the specific ball number reaches the specific number. That is, the sub-control CPU50a displays the arrival notice image G33 on the performance display device 12. Thereafter, the main control CPU 41a ends the first specific ball number counting process.

[0160] In addition, in the second specific ball counting process, the main control CPU41a judges whether or not the complete function is operating. If the complete function is operating, the main control CPU41a ends the second specific ball counting process. If the complete function is not operating, the main control CPU41a judges whether or not the complete function is waiting to be operated. If the complete function is waiting to be operated, the main control CPU41a ends the second specific ball counting process.

[0161] When the complete function is not in standby, the main control CPU41a updates the specific ball count stored in the main control RAM41c by adding the newly awarded number of prize balls. Next, the main control CPU41a determines whether the updated specific ball count has reached the upper limit. If the specific ball count has not reached the upper limit, the main control CPU41a stores a specific ball count command corresponding to the updated specific ball count in the output buffer. After that, the main control CPU41a ends the second specific ball counting process.

[0162] When the number of specific balls reaches the upper limit number, the main control CPU41a judges whether or not a jackpot game is being played. When a jackpot game is being played, the main control CPU41a puts the completion function into standby for operation. As an example, the main control CPU41a updates the completion function standby flag stored in the main control RAM41c so that it is possible to identify that the completion function is in standby for operation. As an example, the main control CPU41a stores a control command (hereinafter, referred to as an operation standby command) that is possible to identify that the completion function is in standby for operation in the output buffer. The sub-control CPU50a that inputs the operation standby command controls to execute a complete function operation notice. That is, the sub-control CPU50a causes the performance display device 12 to display a stop notice image G32. After that, the main control CPU41a ends the second specific ball counting process.

[0163] When the jackpot game is not being executed, the main control CPU41a activates the complete function. As an example, the main control CPU41a updates the complete function activation flag stored in the main control RAM41c so that it is possible to identify that the complete function is in operation. As an example, the main control CPU41a stores a control command (hereinafter, referred to as an activation command) that is possible to identify that the complete function is in operation in an output buffer. The sub-control CPU50a that inputs the activation command controls to execute a complete function activation notification. That is, the sub-control CPU50a displays a game stop image G31 on the performance display device 12. After that, the main control CPU41a ends the second specific ball counting process. As an example, when the main control CPU41a is waiting for the activation of the complete function, it activates the complete function when the jackpot game is to be ended. That is, the main control CPU 41a updates the complete function operation flag stored in the main control RAM 41c so as to specify that the complete function is in operation, and stores the operation command in the output buffer.

[0164] The main control CPU 41a limits the execution of the game in the pachinko game machine 10 (hereinafter, referred to as game stop) during the operation of the complete function due to the specific ball number reaching the upper limit number. As an example, during the operation of the complete function, the main control CPU 41a does not execute the special symbol input process, the special symbol start process, the big win game process, the normal symbol input process, the normal symbol start process, the normal win game process, and the prize ball payout process. In other words, in the pachinko game machine 10 during the game stop, even if the game ball enters the first start winning hole 14 and the second start winning hole 15, the reserve condition of the special game is not established. In the pachinko game machine 10 during the game stop, even if the game ball enters the first start winning hole 14, the second start winning hole 15, the first big winning hole 18, and the second big winning hole 20, the prize ball is not paid out. In the pachinko gaming machine 10 during a game stop, the reserve condition for the normal game is not established even if the game ball passes through the gate 23. In the pachinko gaming machine 10 during a game stop, new special games and normal games are not executed. In the pachinko gaming machine 10 during a game stop, new special winning games, big winning games, and normal winning games are not executed.

[0165] As shown in FIG. 10, in this embodiment, the complete function activation warning can be executed in parallel with various effects. For example, the sub-control CPU 50a can control to execute a complete function operation warning in parallel with a mode branching performance due to a successful mode. At this time, the performance display device 12 displays an arrival notice image G33 in a manner superimposed on the third branching performance image G3. Similarly, the sub-control CPU 50a can control to execute a complete function operation warning in parallel with a mode branching performance due to a failed mode. Furthermore, the sub-control CPU 50a can control to execute a complete function operation warning in parallel with a jackpot confirmation performance.

[0166] In addition, in this embodiment, the complete function activation notice can be executed in parallel with various effects. For example, the sub-control CPU 50a can control the execution of the complete function operation notice in parallel with the round performance. Similarly, the sub-control CPU 50a can control the execution of the complete function operation notice in parallel with the opening performance or the ending performance. That is, the sub-control CPU 50a can control the execution of the complete function operation notice in parallel with the third time-saving mode start performance. At this time, the performance display device 12 displays the stop notice image G32 in a manner superimposed on the third time-saving mode start notification image G12.

[0167] In addition, the pachinko game machine 10 of this embodiment can execute a warning display that displays warning information related to the game. In this embodiment, the warning display can be executed during a jackpot game. Specifically, the sub-control CPU 50a executes the warning display when a jackpot is won while being controlled to a non-time-shortening state or a first time-shortening state, and when the sub-control CPU 50a is controlled to a second time-shortening state or a third time-shortening state after the jackpot game based on the jackpot ends.

[0168] As shown in Fig. 11, in the warning display of this embodiment, a warning image G41 regarding the game is displayed on the performance display device 12. In this embodiment, the warning image G41 is warning information regarding addiction. For example, the warning image G41 is an image imitating the character string "Pachinko and pachislot are games that should be enjoyed in moderation. Be careful not to get addicted." In this embodiment, the warning display regarding addiction corresponds to a predetermined warning.

[0169] The following describes the relationship between the trigger for executing the mode branching effect based on the success state and the trigger for executing the warning display regarding addiction. As shown in Fig. 12, the mode branching effect according to the successful mode can be executed when a jackpot is won in the first or second time-saving mode and when the game state based on the jackpot is controlled to the third time-saving mode after the end of the jackpot game. In other words, the mode branching effect according to the successful mode can be executed when the game state transitions from the first or second time-saving mode to the third time-saving mode.

[0170] In this embodiment, the warning display regarding addiction is executed when a jackpot is won in the non-time-saving state or the first time-saving state, and when the state is controlled to the second time-saving state or the third time-saving state after the end of the jackpot game based on the jackpot. In other words, the warning display regarding addiction is executed when the game state shifts from the non-time-saving state or the first time-saving state to the second time-saving state or the third time-saving state.

[0171] According to this embodiment, the attention display regarding addiction can be executed in either case where the mode branching performance according to the successful mode is executed or where the mode branching performance according to the successful mode is not executed. In particular, the attention display regarding addiction can be executed when the game state transitions from the first time-saving state to the third time-saving state when the mode branching performance according to the successful mode is executed. In addition, the attention display regarding addiction is executed when the game state transitions from the non-time-saving state to the second time-saving state or the third time-saving state and when the game state transitions from the first time-saving state to the second time-saving state when the mode branching performance according to the successful mode is not executed. Therefore, in this embodiment, the rate at which the attention display regarding addiction is executed differs between when the mode branching performance according to the successful mode is executed and when the mode branching performance according to the successful mode is not executed.

[0172] The effects of this embodiment will be described. (1) Before the game is controlled to the third time-saving mode, a mode branching effect according to a successful state that suggests that the game will be controlled to the third time-saving mode is executed, so that the game can be easily recognized that the game will be controlled to the third time-saving mode. In particular, the mode branching effect according to a successful state includes information about the third time-saving mode, so that the game can be more anticipated that the game will be controlled to the third time-saving mode. This can increase the game's interest when the game is switched to the third time-saving mode.

[0173] (2) Since a mode branching effect depending on the success status is executed separately from the third time-saving mode start effect indicating the start of the third time-saving mode, it is easier to recognize that the control is being switched to the third time-saving mode.

[0174] (3) Since the name of the third time-saving mode is displayed during the third time-saving mode start presentation, it is easier to recognize that the device is being controlled in the third time-saving mode. (4) Regarding the third time-saving mode, a mode branching effect depending on the success state is executed during the execution of the special game immediately before control is exercised to the third time-saving mode, making it easier to recognize that control is exercised to the third time-saving mode.

[0175] (5) In the mode branching effect based on the success pattern, a character string indicating the name of the third time-saving mode is displayed, making it easier to recognize the indication that control will be switched to the third time-saving mode. (6) The third branching effect image G3 displayed in the mode branching effect according to the success mode and the big win confirmation image G21 displayed in the big win confirmation effect have a part of the same image. This allows the effects that suggest the occurrence of an event that is highly advantageous to the player to have something in common, thereby increasing the player's sense of expectation when each effect is executed.

[0176] (7) In the mode branching presentation, the third branching presentation image G3, which suggests that the game will be controlled to the third time-saving mode, is displayed when the second branching presentation image G2 is displayed. Therefore, a player who is expecting the game to be controlled to the third time-saving mode can enjoy the game by paying attention to whether or not the second branching presentation image G2 is displayed.

[0177] (8) In particular, the third branch performance image G3 is not displayed when the second branch performance image G2 is not displayed, so that the player can enjoy the game by focusing more attention on whether or not the second branch performance image G2 is displayed.

[0178] (9) In the mode branching performance, if the second branching performance image G2 is not displayed, the fifth branching performance image G5 is displayed, which suggests that the game will be controlled to the second time-saving mode. This makes the player anticipate that the game will be controlled to the second time-saving mode, allowing the player to enjoy the game.

[0179] (10) In the mode branching effect, when the fourth branching effect image G4 is displayed, the fifth branching effect image G5, which suggests that the mode will be controlled to the second time-saving mode, is displayed, while the third branching effect image G3, which suggests that the mode will be controlled to the third time-saving mode, is not displayed. Therefore, when the fourth branching effect image G4 is displayed, the player can enjoy the game by expecting that the mode will be controlled to the second time-saving mode, and it is possible to prevent the player from excessively expecting that the mode will be controlled to the third time-saving mode, which would otherwise lower his or her interest in the game.

[0180] (11) When executing the mode branching effect according to the success state, a complete function activation warning can be executed in parallel. This makes it possible to let the player have hope that the game will be controlled to the third time-saving mode, while informing the player that the execution of the game may be restricted when the specific number of balls reaches the upper limit, and therefore prevents the player from having excessive expectations and becoming disappointed.

[0181] (12) The rate at which warning displays regarding addiction are displayed differs depending on whether or not a mode branching effect based on the success status is executed. This makes it possible to issue appropriate warnings according to the game situation.

[0182] 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.

[0183] The contents of the warning message may be changed as appropriate. For example, the contents of the warning message may be a warning about the playing method, such as "Please hit to the right." The conditions and timing of the execution of the warning display may be changed as appropriate. For example, the warning display may be executed on the condition that the non-time-saving state is switched to the time-saving state. In addition, the warning display may be executed at a timing other than during a jackpot game, for example, during the execution of a special game that results in a jackpot, or during the execution of a special game after the end of a jackpot game.

[0184] The contents of the complete function operation notification, the complete function operation notice, and the complete function operation warning may be changed as appropriate. In addition, the execution conditions and execution timing of the complete function operation notification, the complete function operation notice, and the complete function operation warning may be changed as appropriate.

[0185] The effects that can be executed in parallel with the mode branching effect may be changed as appropriate. For example, the mode branching effect may be executed in parallel with another suggestive effect instead of or in addition to the complete function activation warning. In other words, the sub-control CPU 50a only needs to be able to control the execution of a predetermined suggestive effect in parallel with the mode branching effect, and the predetermined suggestive effect is not limited to the complete function activation warning.

[0186] In the case where the mode branching effect and the predetermined suggestive effect can be executed in parallel, the frequency of execution of each effect may be changed as appropriate. For example, the mode branching effect may be executed more frequently than the predetermined suggestive effect.

[0187] In the case where a mode branching effect and a predetermined suggestion effect can be executed in parallel, when the condition suggested by the predetermined suggestion effect is not met, the game may be switched to the presentation mode suggested by the mode branching effect. For example, when a mode branching effect and a complete function activation warning are executed in parallel and the complete function activation warning suggests an upper limit for the number of specific balls, if the number of specific balls has not reached the upper limit, the game may be switched to the presentation mode suggested by the mode branching effect. In other words, when a mode branching effect and a predetermined suggestion effect are executed in parallel, when a first situation suggested by the predetermined suggestion effect is not met, the game may be switched to the second situation suggested by the mode branching effect.

[0188] In the case where the mode branching effect and the predetermined suggestion effect are executed in parallel, when the first situation suggested by the predetermined suggestion effect is satisfied, the timing of executing the control suggested by the predetermined suggestion effect may be made different depending on whether the second situation suggested by the mode branching effect is satisfied. For example, when the mode branching effect and the complete function activation warning are executed in parallel, the timing of stopping the game may be made different between when the specific ball count reaches the upper limit during execution of the third time-saving mode start effect and when the specific ball count reaches the upper limit after the end of the third time-saving mode start effect while the game is controlled to the third time-saving mode. Specifically, when the mode branching effect and the complete function activation warning are executed in parallel, when the specific ball count reaches the upper limit during execution of the third time-saving mode start effect before the game is controlled to the third time-saving mode, the game may be stopped after the end of the third time-saving mode start effect. That is, in the case where the mode branching effect and the predetermined suggestive effect are executed in parallel, if the first situation suggested by the predetermined suggestive effect is satisfied when the second situation suggested by the mode branching effect is not satisfied, the control suggested by the predetermined suggestive effect may be executed after the effect executed when the first situation is satisfied ends. Also, in the case where the mode branching effect and the complete function activation warning are executed in parallel, if the specific number of balls reaches the upper limit number after being controlled to the third time-saving mode, the game may be stopped without waiting for the end of the third time-saving mode. In other words, in the case where the mode branching effect and the predetermined suggestive effect are executed in parallel, if the first situation suggested by the predetermined suggestive effect is satisfied when the second situation suggested by the mode branching effect is satisfied, the control suggested by the predetermined suggestive effect may be executed without waiting for the end of the effect executed when the first situation is satisfied.

[0189] The content of the mode branching effect may be changed as appropriate. For example, in the mode branching effect, the second branching effect image G2 may be displayed regardless of whether the mode is a success mode or a failure mode. In this case, in the success mode, the second branching effect image G2 is displayed followed by the third branching effect image G3, whereas in the failure mode, the second branching effect image G2 is displayed followed by the fourth branching effect image G4. In addition, in the mode branching effect, the ratio at which the second branching effect image G2 is displayed may differ between the success mode and the failure mode. In this way, the player can enjoy the game by guessing whether the mode is a success mode or a failure mode depending on whether the second branching effect image G2 is displayed in the mode branching effect.

[0190] The contents of the second branching performance image G2 and the third branching performance image G3 displayed in the mode branching performance in a successful mode may be changed as appropriate. For example, the text and effects included in the third branching performance image G3 may be changed as appropriate. Also, in the mode branching performance in a successful mode, the second branching performance image G2 may not be displayed. That is, in the mode branching performance in a successful mode, the third branching performance image G3 may be displayed even if the second branching performance image G2 is not displayed.

[0191] In the mode branching performance due to a successful mode, the characteristics of the third time-saving mode may be displayed instead of or in addition to the name of the third time-saving mode. For example, an image including a character string indicating the characteristics of the third time-saving mode may be displayed as the third branching performance image G3 displayed in the mode branching performance due to a successful mode. In this case, in the mode branching performance due to a successful mode, while it is not possible to directly identify that the mode will be controlled to the third time-saving mode from the image or the like displayed in the mode branching performance due to the successful mode, it is possible to indirectly understand that the mode will be controlled to the third time-saving mode from the fact that the mode branching performance due to a successful mode has been executed.

[0192] The contents of the fourth branching performance image G4 and the fifth branching performance image G5 displayed in the mode branching performance due to a failure mode may be changed as appropriate. For example, the character string included in the fifth branching performance image G5 may be changed as appropriate. Also, in the mode branching performance due to a failure mode, the fourth branching performance image G4 may not be displayed. That is, in the mode branching performance due to a failure mode, the fifth branching performance image G5 may be displayed even if the fourth branching performance image G4 is not displayed.

[0193] In the mode branching effect due to the failure mode, instead of or in addition to the name of the second time-saving mode, the characteristics of the second time-saving mode may be displayed. For example, an image including a character string indicating the characteristics of the second time-saving mode may be displayed as the fifth branching effect image G5 displayed in the mode branching effect due to the failure mode.

[0194] The third branching effect image G3 displayed in the mode branching effect due to the successful mode and the jackpot confirmation image G21 displayed in the jackpot confirmation effect may not include the same image. In this case, when the third branching effect image G3 is displayed in the mode branching effect due to the successful mode and when the jackpot confirmation image G21 is displayed in the jackpot confirmation effect, a part of the effect content may be the same from the viewpoint of image display, such as the sound output mode of the speaker SP and the light emission mode of the decorative lamp LA. Also, when the third branching effect image G3 is displayed in the mode branching effect due to the successful mode and when the jackpot confirmation image G21 is displayed in the jackpot confirmation effect, a part of the effect content may not be the same.

[0195] The display of each branch performance image in the mode branch performance may be controlled as a separate performance. In this case, the sub-control CPU 50a may control any branch performance image to be displayable on the condition that another branch performance image is displayed. For example, the sub-control CPU 50a may control the third branch performance image G3 to be displayable on the condition that the second branch performance image G2 is displayed. Also, the sub-control CPU 50a may control the fifth branch performance image G5 to be displayable on the condition that the fourth branch performance image G4 is displayed.

[0196] The timing of the mode branching effect may be changed as appropriate. For example, the mode branching effect may be executed during a jackpot game, or may be executed during a special game and a jackpot game.

[0197] The content of the third time-saving mode start effect may be changed as appropriate. In particular, the content of the third time-saving mode start notification image G12 displayed in the third time-saving mode start effect may be changed as appropriate. For example, the text included in the third time-saving mode start notification image G12 may be changed as appropriate.

[0198] In the third time-saving mode start performance, the characteristics of the third time-saving mode may be displayed instead of or in addition to the name of the third time-saving mode. For example, an image including a character string indicating the characteristics of the third time-saving mode may be displayed as the third branching performance image G3 displayed in the mode branching performance according to the successful mode. In addition, in the third time-saving mode start performance, neither the name nor the characteristics of the third time-saving mode may be displayed. In this case, in the third time-saving mode start performance, while it is not possible to directly specify that the third time-saving mode will be controlled from the image, etc. displayed in the third time-saving mode start performance, it is possible to indirectly grasp that the third time-saving mode will be controlled from the fact that the third time-saving mode start performance has been executed.

[0199] The execution conditions of the third time-saving mode start effect may be changed as appropriate. For example, when a mode branching effect based on a successful state is executed during the execution of a special game, the third time-saving mode start effect may not be executed. In addition, even if a transition effect that suggests or notifies a transition to the third time-saving mode is executed during the execution of a special game, apart from the mode branching effect, the third time-saving mode start effect may be executed, or when the transition effect is executed, the third time-saving mode start effect may not be executed thereafter.

[0200] The execution timing of the third time-saving mode start effect may be changed as appropriate. For example, the third time-saving mode start effect may be executed during the execution of a special game, or may be executed during the execution of a special game and during a jackpot game. The third time-saving mode start effect may be executed at any one of a plurality of execution timings. In this case, when the third time-saving mode start effect is executed, the proportion of the third time-saving mode start effect executed at the first timing and the proportion of the third time-saving mode start effect executed at the second timing may be the same or different among the plurality of execution timings.

[0201] The manner of the image displayed in the mode branching performance may be changed as appropriate. For example, the third branching performance image G3 may be displayed in a manner that gives a sense of dynamism to the player. As a manner that gives a sense of dynamism to the player, a symbol such as "!" may be used, a character string may be displayed in a manner that has a predetermined inclination with respect to the horizontal direction, or an image may be displayed in a manner that moves within the image display unit GH. In addition, in the mode branching performance based on the successful mode, a predetermined sound may be output from the speaker SP or the decorative lamp LA may be illuminated in a predetermined illumination manner in association with the display of the third branching performance image G3. On the other hand, various images displayed in the complete function operation notification, the complete function operation notice, and the complete function operation warning may be displayed in a manner that does not give or does not give a sense of dynamism to the player. As a manner that does not give or does not give a sense of dynamism to the player, a symbol such as "." may be used, a character string may be displayed along the horizontal direction, or an image may be displayed in a manner that does not move within the image display unit GH. In addition, in the complete function operation notification, the complete function operation notice, and the complete function operation warning, it is preferable that the speaker SP does not output a predetermined sound or the decorative lamp LA does not emit light in a predetermined light emission mode in association with the display of various images. This allows a gap to be created in the manner of suggestion between the suggestion regarding the performance mode in the mode branching performance and the suggestion regarding the stop of the game in the complete function operation notification, the complete function operation notice, and the complete function operation warning. In particular, the suggestion regarding the performance mode is displayed in a manner that gives the player a sense of dynamism, and the suggestion regarding the stop of the game is displayed in a manner that does not give the player a sense of dynamism or does not easily give the player a sense of dynamism, so that the suggestion manner can be effectively used depending on whether it is desired to excite the player or to keep the player calm. Similarly, the attention call image G41 displayed in the attention call display may be displayed in a manner that does not give the player a sense of dynamism or does not easily give the player a sense of dynamism. In addition, in the attention-calling display, it is preferable that the output of a predetermined sound from the speaker SP and the illumination of the decorative lamp LA in a predetermined illumination mode are not executed in conjunction with the display of the attention-calling image G41.According to this, when suggesting a presentation mode, images are displayed in a manner that gives the player a sense of dynamism, and when displaying a warning, images are displayed in a manner that does not or does not give the player a sense of dynamism.In other words, the manner in which images are displayed can be effectively used depending on whether it is desired to excite the player or to keep the player calm.

[0202] The execution conditions of the mode branching effect may be changed as appropriate. For example, the mode branching effect may not be executed when transitioning from the first or second time-saving state to the third time-saving state. Also, the mode branching effect may be executed when transitioning from a non-time-saving state to the third time-saving state.

[0203] The control contents in each time-saving state may be changed as appropriate. For example, the variation time of the special game may be different in the first time-saving state, the second time-saving state, and the third time-saving state. Also, the variation time of the normal game, the normal winning probability, and the operation time of the normal movable piece 16 in the normal winning game may be different in the first time-saving state, the second time-saving state, and the third time-saving state.

[0204] The conditions for controlling each game state may be changed as appropriate. For example, the game state may be controlled to a predetermined state on the condition that the number of times a predetermined winning has been won reaches a predetermined number. In addition, the transition manner of each game state may be changed as appropriate. For example, there may be a case where the game state is transitioned from the third time-saving state to the first time-saving state or the second time-saving state without passing through a non-time-saving state.

[0205] The number and type of winnings may be changed as appropriate. For example, a specific winning may be provided that can be won in the first special winning lottery and is controlled to the third time-saving state after the end of the winning game. In this case, depending on the game state when the specific winning is won, there may be times when the warning display regarding addiction is executed and times when the warning display regarding addiction is not executed. For example, when a specific winning is won in the first special winning lottery during a non-time-saving state, a warning display regarding addiction is executed during the winning game, while when a specific winning is won in the first special winning lottery during a time-saving state, a warning display regarding addiction may not be executed during the winning game. That is, the warning display regarding addiction may be executed or not executed depending on the combination of the type of winning and the game state when the winning is won. Also, depending on the game state when a specific jackpot is won, the mode branching effect may be executed or not executed. For example, when a specific jackpot is won in the first special jackpot lottery during a non-time-saving state, the mode branching effect may not be executed, whereas when a specific jackpot is won in the first special jackpot lottery during a time-saving state, a warning display regarding addiction during jackpot play may be executed. That is, the mode branching effect may be executed or not executed depending on the combination of the type of jackpot and the game state when the jackpot is won.

[0206] The special symbols may include specific symbols that transition the game state without generating a winning game. When a specific symbol is derived in a special game, the game state may be controlled to a predetermined time-saving state after the special game ends without awarding a winning game.

[0207] The present invention may be embodied in a pachinko gaming machine 10 that is capable of controlling the transition of the gaming state when a predetermined number of special games have ended without a winning prize being awarded in a special prize lottery.

[0208] The number and types of presentation modes may be changed as appropriate. For example, a plurality of presentation modes may be provided as controllable presentation modes in a given game state. Also, the same presentation mode may be controllable for different game states.

[0209] The present invention may be embodied in a pachinko game machine 10 equipped with a probability variation function for varying the probability of winning a jackpot in a special lottery. For example, the pachinko game machine 10 may be controlled to be in either a low probability state in which the probability of winning a jackpot in a special lottery is low, or a high probability state in which the probability of winning a jackpot in a special lottery is higher than the low probability state.

[0210] 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.

[0211] 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.

[0212] 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.

[0213] (Note 1) A gaming machine capable of playing a variable game by varying symbols, comprising: a gaming state control means for controlling a gaming state; and a presentation control means for controlling presentation, the gaming state being a normal state and a specific state, the specific state being a first specific state and a second specific state, the presentation control means being capable of executing control over a presentation state that defines a type of presentation, and when in the first specific state, controlling to the first specific presentation state, and when in the second specific state, controlling to the second specific presentation state, and before being controlled to the second specific presentation state, executing a presentation state suggesting presentation that suggests that the game will be controlled to the second specific presentation state, the presentation state suggesting presentation including specific information regarding the second specific presentation state.

[0214] (Appendix 2) The gaming machine described in Appendix 1, wherein the presentation control means is capable of controlling the execution of a presentation state start presentation indicating the start of the second specific presentation state, and the presentation state suggestion presentation and the presentation state start presentation are different presentations.

[0215] (Appendix 3) A gaming machine as described in Appendix 2, wherein the presentation state start presentation is a presentation that indicates the name or characteristics of the second specific presentation state. (Appendix 4) A gaming machine as described in any one of Appendices 1 to 3, comprising a winning game awarding means for awarding a winning game after a winning symbol is derived in the variable game, wherein the game state control means is capable of controlling, when the winning symbol is derived in the variable game during the first specific state, to transition to the second specific state after the winning game that is awarded after the variable game ends, and the presentation control means is capable of controlling to execute the presentation state indication presentation during the variable game in which the winning symbol is derived or during the winning game that is awarded after the variable game ends, when the gaming machine is controlled to the second specific state after the winning game that is awarded after the variable game in which the winning symbol is derived ends.

[0216] (Appendix 5) A gaming machine according to any one of Appendices 1 to 4, wherein the specific information is information indicating the name or characteristics of the specific presentation state, and is either letters or numbers, or both. [Explanation of symbols]

[0217] CL...Center line G1...1st branching performance image G2...2nd branching performance image G3...3rd branching performance image G4...4th branching performance image G5...5th branching performance image G11...Round notification image G12...3rd time-saving mode start notification image G21...Confirmed jackpot image G31...Game stop image G32...Stop notice image G33...Arrival notice image G41...Warning image GH...Image display section HD...Launch handle LA...Decorative lamp R1...1st path R1a...Left side area R2...2nd path R2a...Right side area SE1...1st start winning sensor SE2...2nd start winning sensor SE3...1st count sensor SE4...2nd count sensor SE5...Specific passing sensor SE6...Gate sensor SL1...1st solenoid SL2...2nd solenoid SL3...3rd solenoid SL4...4th solenoid SP...Speaker W...Center frame YB...Game board YBa...Game area YBb...Opening window 10...Pachinko game machine 12...Performance display device 13...Information display device 13a...First special pattern display section 13b...Second special pattern display section 13c...First special reserve display section 13d...Second special reserve display section 13e...Normal pattern display section 13f...Normal reserve display section 14...First starting ball entry port 15...Second starting ball entry port 16...Normal movable piece 18...First large prize entry port 19...First special opening / closing piece 20...Second large prize entry port 21...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 state control means, winning game granting means) 41b... main control ROM 41c... main control RAM 50... sub-control board 50a... sub-control CPU (performance control means) 50b... sub-control ROM 50c... sub-control RAM

Claims

1. In a gaming machine capable of executing a variable game in which symbols are varied, A game state control means for controlling a game state; A performance control means for controlling the performance, The game state includes a normal state and a specific state, The specific state includes a first specific state and a second specific state, The performance control means includes: A control relating to a performance state that defines a performance mode can be executed, When the first specific state is reached, the device is controlled to a first specific performance state, and when the second specific state is reached, the device is controlled to a second specific performance state; Before being controlled to the second specific performance state, a performance state suggesting performance that suggests being controlled to the second specific performance state is possible; A gaming machine characterized in that the presentation state suggestion presentation includes specific information regarding the second specific presentation state.

2. The performance control means is capable of controlling to execute a performance state start performance indicating the start of the second specific performance state, 2. The gaming machine according to claim 1, wherein the presentation state suggestion presentation and the presentation state start presentation are different presentations.

Citation Information

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