Game machine
The gaming machine uses a movable member and controlled lotteries to create dynamic gameplay experiences, addressing the lack of engagement in existing machines by offering varied winning opportunities and state transitions.
Patent Information
- Application Number
- JP2023209819
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-13
- Publication Date
- 2025-06-25
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player interest and engagement.
A gaming machine with a gaming area where gaming media moves, featuring a movable member that changes the ease of winning into predetermined areas, controlled by a main control system that includes special lotteries and game state transitions to create varied and engaging gameplay experiences.
Enhances player interest by providing complex and dynamic gameplay through varied winning opportunities and state transitions, increasing player engagement and enjoyment.
Smart Images

Figure 2025094347000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a gaming machine, a pachinko gaming machine equipped with a gaming area where gaming balls (gaming values) move, a launching device that launches gaming balls into the gaming area, etc. is known. The pachinko gaming machine is provided with a start port provided in the gaming area, and when the entry of a gaming ball into the start port is detected, a special symbol lottery is conducted. If the result of the special symbol lottery is a big win, the gaming state shifts to a special gaming state, and a plurality of special games are executed in the special gaming state. In each special game, a large winning port provided in the gaming area operates in an open state, and gaming balls are paid out based on the entry of gaming balls into the large winning port.
[0003] Among this type of gaming machine, there are some in which different shortening times are set depending on whether the state when winning a big win is a shortening state or a non-shortening state (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] By the way, in gaming machines, it is required to enhance the interest of the game.
[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of enhancing the interest of the game.
Means for Solving the Problems
[0007] In order to achieve the above object, the gaming machine of the present invention A gaming machine including a gaming area (gaming area 4) where a gaming medium moves, and configured to launch the gaming medium into the gaming area according to the operation of a player, a predetermined area (second starting port 49) provided in the gaming area, a movable member (ordinary accessory 54) capable of changing the ease of winning of the gaming medium into the predetermined area, and main control means (main control board 200) for controlling the progress of the game, wherein the main control means includes special lottery means (special symbol lottery means 230) for conducting a lottery related to the execution of a special game based on the winning of the gaming medium into the predetermined area, special game control means (special game execution means 260) for controlling the execution of the special game, movable member control means (ordinary accessory control means 224) for controlling the movable member to operate between a first state in which it is difficult for the gaming medium to win into the predetermined area and a second state in which it is easy for the gaming medium to win into the predetermined area, and state control means (game state transition control means 250) for performing control related to the setting of a plurality of types of game states including a normal state in which the movable member is unlikely to enter the second state and a winning easy state in which the movable member is likely to enter the second state. The results of the lottery include a first result related to the execution of the special game and a second result not related to the execution of the special game. The state control means can change the setting related to the winning easy state after the execution of the special game based on obtaining the first result in the lottery or after obtaining a specific result which is a part of the second results in the lottery. As the winning easy state, a first winning easy state and a third winning easy state that can be set after the execution of the special game, and a second winning easy state and a fourth winning easy state that can be set when the specific result is obtained, are provided. When the first specific result among the specific results is obtained in the situation where the first winning easy state is set, it is possible to transition to the second winning easy state. When the second specific result among the specific results is obtained under the situation where the third winning-easy state is set, it is possible to shift to the fourth winning-easy state.
[0008] Four winning-easy states are provided as the winning-easy states, including the winning-easy states (the first winning-easy state and the third winning-easy state) that shift after the execution of a special game, and the winning-easy states (the second winning-easy state and the fourth winning-easy state) that shift when a specific result is obtained by lottery. Also, regarding the latter, when the first specific result among the specific results is obtained under the situation where the first winning-easy state is set, it is possible to shift to the second winning-easy state, and when the second specific result among the specific results is obtained under the situation where the third winning-easy state is set, it is possible to shift to the fourth winning-easy state. A plurality of winning-easy states are provided, and they are configured such that the states transition complicatedly among them. Thereby, the interest of the game can be enhanced.
Effects of the Invention
[0009] According to the present invention, the interest of the game can be enhanced.
Brief Description of the Drawings
[0010]
Figure 1
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Mode for Carrying Out the Invention
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the following description, basically, "front and back" means that when the player is on the front side of the gaming machine, the player side is "front" and the gaming machine side is "back", "up and down" means that the upper surface side of the gaming machine is "up" and the lower surface side is "down", and "left and right" means that the left hand side of the player playing the game on the gaming machine is "left" and the right hand side is "right".
[0012] Unlike a conventional pachinko gaming machine, the gaming machine 1 of the present embodiment enables the game to proceed without the player touching the game ball. The gaming machine 1 is of an enclosed circulation type in which a certain number of game balls (game media) circulate inside the gaming machine. Also, the gaming machine 1 is a gaming machine in which game value as electronic information is used, and the game value is consumed or paid out by the game. Paying out the game value in the gaming machine 1 means electronically paying out (granting) the game value. Note that the invention according to the present embodiment is not limited to the gaming machine 1, but is also applicable to a conventional pachinko gaming machine, that is, a pachinko gaming machine in which the player can touch a physical game ball and the game ball is paid out to the tray based on the entry of the game ball into a predetermined winning opening.
[0013] FIG. 1 is a perspective view showing the external configuration of the gaming machine according to the present embodiment. The gaming machine according to the present embodiment includes an outer frame 2 that forms the outer surface of the gaming machine, a game board 6 that is provided inside the gaming machine and forms a game area 4 in which game balls move, an inner frame 7 that holds the game board 6, a glass unit 8 that makes the game board 6 visible and non-contactable by the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. Further, the front frame 10 is attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. And the inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] A portion of the front frame 10 that surrounds the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material, a plurality of front frame lamps 12 that output effect lights for enlivening the game are provided. Further, speakers 14 (sound output means) that output effect sounds for enlivening the game are provided on the left and right of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10. When the player rotates the grip unit 20 clockwise toward the gaming machine, a firing device (not shown) provided inside the gaming machine operates, and a game ball is fired into the game area 4. Note that the firing device of the present embodiment can fire 99 game balls per minute (1.65 balls per second).
[0016] An effect button 26 (effect operation means) is provided on the front frame 10. When the player operates the effect button 26, the effect performed by the gaming machine changes.
[0017] As shown in FIG. 2, a dedicated unit 400 (a game value lending device, a predetermined device) as a device for lending game values is provided on the side (left side) of the gaming machine 1 and is connected to the gaming machine 1. On the front surface of the dedicated unit 400, there are provided a bill insertion slot 406 into which bills can be inserted, a card insertion / discharge port 402 into / from which a card (a game value management medium) can be inserted / discharged, a lending button (lending operation means) 403, a replay button (lending operation means) 404, a card return button 405, and the like. The card is used to manage the number of game values owned by the player. In other words, the number of game values owned by the player can be grasped by the card. Further, the card may be capable of storing a prepaid balance. Note that the management of the number of game values by the card may be performed by storing the number of game values in the card itself, or the number of game values may be stored in a predetermined management device or the like installed in a game hall or the like, and the number of game values stored in the management device or the like may be associated with the identification information (player ID, identification number unique to each card, etc.) stored in the card.
[0018] In the dedicated unit 400, an operation (pressing operation) on the lending button 403 is received as a lending operation (game value transfer operation) for transferring game values to the gaming machine 1. When the lending button 403 is pressed, the bills inserted into the bill insertion slot 406 or the stored value stored as a prepaid balance in the card is consumed, and a predetermined number (for example, 125) of game values are credited to the gaming machine 1. Also, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is received as a lending operation (game value transfer operation) for transferring game values to the gaming machine 1. When the replay button 404 is pressed, the game values owned by the player managed by the card (the game values associated with the card) are consumed, and a predetermined number (for example, 125) of game values are credited to the gaming machine 1. That is, in the present embodiment, an operation on the lending button 403 or the replay button 404 as the lending operation means is received as a lending operation (game value transfer operation), and based on the lending operation, a predetermined number of game values are transferred (lent) from the dedicated unit 400 to the gaming machine 1.
[0019] As shown in FIG. 1, on the left side (the dedicated unit 400 side) of the front frame 10, a game value number display device (game ball number display device) 211 and a counting button (counting operation means) 212 are provided. Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a value corresponding to a predetermined number of game values is stored in the game value number storage area of the frame control board 201 described later. Hereinafter, the value (stored value) indicated by the game value number storage area is referred to as the "number of held balls" (number of held balls). The number of held balls can be said to be the number of game values available for the game. The number of held balls is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of held balls is displayed by the 7-segment display.
[0020] The gaming machine 1 includes a frame control board 201 (see FIG. 5), and the frame control board 201 controls the value (number of held balls) stored in the game value number storage area. The frame control board 201 decreases the number of held balls based on the detection of the launch of a game ball. Also, the frame control board 201 increases the number of held balls based on the payout of bonus balls. Also, the frame control board 201 increases the number of held balls based on the detection of a foul ball. Also, when game values are transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 increases the number of held balls by the number of game values transferred. Also, when game values are transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 decreases the number of held balls by the number of game values transferred. Also, the frame control board 201 controls to display the number of held balls on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease of the number of held balls.
[0021] The count button 212 is a button that is operated when all or part of the number of held medals (game value stored in the game value number storage area) is transmitted (returned, transferred) to the dedicated unit 400. The count button 212 is provided with a pressing part (operation part), and the pressing part is formed so as to be pressable. When the player wants to end the game or the like, the player performs an operation (pressing operation) on the count button 212 as a counting operation (return operation). When the count button 212 is operated, a predetermined number of game values are transferred from the gaming machine 1 to the dedicated unit 400. After the game values are transferred to the dedicated unit 400, when an operation (pressing operation) on the card return button 405 of the dedicated unit 400 is performed, a card that enables the player to grasp the number of game values owned by the player is discharged from the dedicated unit 400 (card insertion / ejection port 402).
[0022] FIG. 3 is a front view showing the external configuration of the game board 6. The game board 6 is provided with an outer rail 28 in a circular shape, and the area surrounded by the outer rail 28 is the game area 4 where the game balls move. Further, at the left end of the game area 4, an inner rail 30 is provided in an arc shape along the outer rail 28, and the outer rail 28 and the inner rail 30 guide the game balls launched from a launching device (not shown) provided below the game board 6 into the game area 4.
[0023] In the central part of the game board 6, there is provided an effect unit 36 including a liquid crystal display 32 (effect display device, display means) for displaying an effect image or the like for enlivening the game, and a display frame 34 formed so as to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is provided an illumination device 38 (illumination means) that constitutes the effect unit 36 and outputs effect light or the like for enlivening the game.
[0024] In this embodiment, the front side of the liquid crystal display 32 is made impassable to the game balls, and the game balls launched from the launching device fall into the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. Also, a large number of game pins (not shown) are driven into the game area 4 so as to intersect the surface of the game board 6, and the moving direction of the game balls moving in the game area 4 changes randomly.
[0025] In addition, an opening 40 through which the game balls falling into the game area 4a on the left side of the liquid crystal display 32 can pass is formed in the left part of the display frame 34. The game balls passing through this opening 40 pass through the passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8 through which the game balls can fall downward from the stage 44. The game balls that have fallen onto the stage 44 from the passage 42 move back and forth left and right on the stage 44 and then fall downward from near the central part of the stage 44.
[0026] Below the central part of the stage 44, a first start port 46 (first area) into which game balls (including the game balls that have fallen downward from near the central part of the stage 44) can enter is provided. Also, a first start port switch 100 (see FIG. 5) for detecting the game balls that have entered the first start port 46 is disposed in the first start port 46. When the first start port switch 100 detects a game ball (entry of a game ball into the first start port 46), it outputs a detection signal to the main control board 200. Also, based on the input of the detection signal from the first start port switch 100, the main control board 200 executes a first special symbol lottery as a special symbol lottery (first lottery). Also, based on the input of the detection signal from the first start port switch 100, the main control board 200 executes the payout of a prize ball (for example, one). Also, the game balls that have entered the first start port 46 are collected inside the gaming machine.
[0027] To the left of the first start port 46 in the gaming area 4, a plurality (three) of general winning ports 47 (upper left general winning port 47a, middle left general winning port 47b, and lower left general winning port 47c) are provided. Also, on the game board 6, a general winning port switch 101 (see FIG. 5) for detecting a game ball that has entered the upper left general winning port 47a, the middle left general winning port 47b, or the lower left general winning port 47c is disposed. When the general winning port switch 101 detects a game ball (entry of a game ball into the upper left general winning port 47a, the middle left general winning port 47b, or the lower left general winning port 47c), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the general winning port switch 101, the main control board 200 executes the payout of prize balls (for example, three). Note that one general winning port switch 101 may be provided for each of the upper left general winning port 47a, the middle left general winning port 47b, and the lower left general winning port 47c, or only one general winning port switch 101 may be provided for a plurality (for example, three) of general winning ports 47. Also, in addition to the upper left general winning port 47a, the middle left general winning port 47b, and the lower left general winning port 47c, general winning ports 47 and general winning port switches corresponding to these general winning ports may be provided.
[0028] In the gaming area 4b on the right side of the liquid crystal display 32, a passage gate 48 through which a game ball passes without being collected inside the gaming machine is provided. Also, inside the passage gate 48, a gate switch 102 (see FIG. 5) for detecting that a game ball has passed is disposed. When the gate switch 102 detects a game ball (passage of the game ball through the passage gate 48), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery for determining the winning or losing of a normal hit.
[0029] In the game area 4b on the right side of the liquid crystal display 32, below the passage gate 48, a second start port 49 (second area, predetermined area) is provided. Also, inside the second start port 49, a second start port switch 103 (see FIG. 5) for detecting a game ball that has entered the second start port 49 is disposed. When the second start port switch 103 detects a game ball (entry of a game ball into the second start port 49), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the second start port switch 103, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery. Also, based on the input of the detection signal from the second start port switch 103, the main control board 200 executes the payout of a prize ball (for example, one). Also, the game ball that has entered the second start port 49 is collected inside the gaming machine.
[0030] The second start port 49 is provided with a normal accessory 54 (first movable object, movable member) that can operate between a reduced state (closed state, first state, state in which it is difficult for a game ball to enter the second start port 49) in which it is difficult for a game ball to enter the second start port 49 and an enlarged state (open state, second state, state in which it is easy for a game ball to enter the second start port 49) in which a game ball can easily enter. The normal accessory 54 incorporates a driving device such as a solenoid and is controlled to enter the enlarged state under predetermined conditions when a normal win is won in the normal symbol lottery. The normal accessory 54 can change the ease of winning of a game ball into the second start port 49.
[0031] On the other hand, a big winning opening 50 (third area, predetermined area) is provided in the game area 4b on the right side of the liquid crystal display 32. Further, inside the big winning opening 50, a count switch 104 (see FIG. 5) for detecting a game ball that has entered the big winning opening 50 is disposed. When the count switch 104 detects a game ball (entry of a game ball into the big winning opening 50), it outputs a detection signal to the main control board 200. Further, based on the input of the detection signal from the count switch 104, the main control board 200 executes the payout of prize balls (for example, 15 balls). Further, based on the input of the detection signal from the count switch 104, the main control board 200 counts the number of game balls that have entered the big winning opening 50. Also, the game balls that have entered the big winning opening 50 are collected inside the gaming machine.
[0032] In the big winning opening 50, a special accessory 56 (second movable object, specific movable member) that can operate between a closed state (non-entry state) in which game balls cannot enter the big winning opening 50 and an open state (entry possible state) in which game balls can enter is provided. The special accessory 56 incorporates a driving device such as a solenoid, and is controlled to be in an open state under predetermined conditions in a special game state that starts when winning a jackpot in a special symbol lottery (first special symbol lottery or second special symbol lottery). Further, the special accessory 56 is controlled to be in an open state under predetermined conditions in a small win game state that starts when winning a small win in a special symbol lottery (second special symbol lottery).
[0033] As shown in FIG. 6, inside the big winning opening 50, a specific area 51, a discharge area 52, and a distribution means 53 (blade member) for distributing the game balls that have entered the big winning opening 50 to either the specific area 51 or the discharge area 52 are provided.
[0034] A specific area switch 107 is disposed in the specific area 51. The specific area switch 107 (specific area sensor) outputs a detection signal to the main control board 200 based on the detection of a game ball passing through the specific area 51 (passage of the game ball through the specific area 51). In the discharge area 52, a discharge area switch 108 is disposed. The discharge area switch 108 (discharge area sensor) outputs a detection signal to the main control board 200 based on the detection of a game ball passing through the discharge area 52 (passing through the discharge area 52 of the game ball). The sorting means 53 can be displaced between a specific area passing state (Fig. 6(a)) in which a game ball that has entered the big winning opening 50 is sorted to the specific area 51 and a non-specific area passing state (Fig. 6(b)) in which a game ball that has entered the big winning opening 50 is sorted to the discharge area 52. That is, when the sorting means 53 is displaced to the specific area passing state, a game ball that has entered the big winning opening 50 is sorted to the specific area 51. As a result, it becomes impossible for the game ball that has entered the big winning opening 50 to pass through the discharge area 52.
[0035] On the other hand, when the sorting means 53 is displaced to the non-specific area passing state, a game ball that has entered the big winning opening 50 is sorted to the discharge area 52. As a result, it becomes impossible for the game ball that has entered the big winning opening 50 to pass through the specific area 51. The sorting means 53 is displaced by a specific area solenoid. A game ball that has entered the big winning opening 50 is first detected by the count switch 104, and then sorted by the sorting means 53 to either the specific area 51 or the discharge area 52, and after passing through the area, it is discharged to the discharge path. At this time, a game ball sorted to the specific area 51 is detected by the specific area switch 107, and a game ball sorted to the discharge area 52 is detected by the discharge area switch 108.
[0036] As shown in FIG. 3, at the lowermost part of the game area 4, there is an out port 62 for collecting the game balls that have fallen in the game area 4 without entering any of the winning ports 46, 47, 49, 50 into the game machine. Here, inside the game machine, there is a discharge path (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all the game balls launched into the game area 4 (all the game balls collected from the game area 4) are configured to pass through the discharge path. That is, the game balls launched into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning ports 46, 47, 49, 50 or passing through the out port 62. Specifically, the game balls that have entered each winning port 46, 47, 49, 50 are detected by the switches 100, 101, 103, 104 disposed in the winning port and then guided to the discharge path. Also, the game balls collected from the out port 62 are guided to the discharge path. Further, an out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects the game balls passing through the discharge path (the discharge of the game balls from the game area 4), it outputs a detection signal to the main control board 200. Also, based on the input of the detection signal from the out switch 106, the main control board 200 counts the number of game balls discharged from the game area 4.
[0037] The game ball launching device is configured such that the launching output of the game balls changes by adjusting the rotation amount of the grip unit 20 (handle) shown in FIG. 1. When the rotation amount of the grip unit 20 is small, the game balls are launched so that they fall in the game area 4a (the first game area 4a, the left hitting area) on the left side of the liquid crystal display 32. When the rotation amount of the grip unit 20 is large, the game balls are launched so that they fall in the game area 4b (the second game area 4b, the right hitting area) on the right side of the liquid crystal display 32.
[0038] The player adjusts the rotation amount of the grip unit 20 according to the game situation, and fires the game ball so that the game ball falls into the left game area 4a, or passes through the opening 40, the passage 42, and the stage 44 and wins at the first start port 46 (left shot), or the game ball falls into the right game area 4b, and the game ball passes through the passing gate 48, or the game ball wins at the second start port 49, or the game ball wins at the big win port 50 (right shot). Note that the left shot may be called the first game method, and the right shot may be called the second game method.
[0039] In the gaming machine of this embodiment, when the game ball falls into the left game area 4a, the game ball does not pass through the passing gate 48, and the game ball does not enter (win) the second start port 49 and the big win port 50. Further, when the game ball falls into the right game area 4b, the game ball does not enter the first start port 46 and the general winning port 47.
[0040] As shown in FIG. 3, at the lower right part of the game board 6, outside the game area 4, a state display unit 70 for indicating various states of the gaming machine by lighting and extinguishing of a lamp or the like is provided.
[0041] FIG. 4 is a front view showing the external configuration of the state display unit 70. The state display unit 70 is provided with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 81, a second special hold display unit 82, and a game state display unit 84.
[0042] The normal symbol display unit 72 is composed of two lamps, and variably displays the normal symbol by flashing the two lamps when the normal symbol lottery is performed, and stops displaying the normal symbol by lighting or extinguishing the two lamps to display the result of the normal symbol lottery.
[0043] The normal hold display section 74 is composed of two lamps, and when the normal symbol is already in the process of variable display or stop display when the game ball passes through the passing gate 48, etc., even if a random number value for normal symbol lottery is obtained, the normal symbol lottery cannot be conducted, and thus when the random number value for normal symbol lottery is held, it displays the normal hold number corresponding to the number of held random number values for normal symbol lottery. It displays 0 to 4 normal hold numbers by combining lighting, extinguishing, or flashing the two lamps.
[0044] The first special symbol display section 76 is composed of a 7-segment display. When the first special symbol lottery is conducted when the game ball enters the first start port 46, it variably displays the first special symbol by flashing the 7-segment display, and stops displaying the first special symbol by lighting the 7-segment display in any one of a plurality of types of modes, and displays the result of the first special symbol lottery.
[0045] The first special hold display section 78 is composed of two lamps. When the first special symbol or the second special symbol is already in the process of variable display or stop display when the game ball enters the first start port 46, etc., even if a random number value for special symbol lottery (lottery information) is obtained, the special symbol lottery cannot be conducted, and thus when the random number value for special symbol lottery is held as the first special random number value, it displays the first special hold number corresponding to the number of held first special random number values. It displays 0 to 4 first special hold numbers by combining lighting, extinguishing, or flashing the two lamps.
[0046] The second special symbol display section 81 is composed of a 7-segment display. When the second special symbol lottery is conducted when the game ball enters the second start port 49, it variably displays the second special symbol by flashing the 7-segment display, and stops displaying the second special symbol by lighting the 7-segment display in any one of a plurality of types of modes, and displays the result of the second special symbol lottery.
[0047] The second special hold display unit 82 is composed of two lamps, and when the first special symbol or the second special symbol is in the process of variable display or stop display when a game ball enters the second start port 49, etc., even if a random number value for special symbol lottery is obtained, the special symbol lottery cannot be performed, and thus when the random number value for special symbol lottery is held as the second special random number value, it displays the second special hold number corresponding to the number of the held second special random number values. By means of combinations of lighting, extinguishing, or flashing the two lamps, it displays the second special hold numbers from 0 to 4.
[0048] The game state display unit 84 is composed of six lamps, and by means of combinations of lighting, extinguishing, or flashing the six lamps, it displays the type of the currently set game state. Although details will be described later, in this embodiment, as shown in FIG. 10, a plurality of types of game states can be set. The time-saving state is a game state in which the variable time of the first special symbol or the second special symbol is shortened compared to the normal state, and the opportunity to execute the special symbol lottery comes frequently.
[0049] FIG. 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. And the functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software composed of a given program stored in advance in the ROM, etc.
[0050] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations for executing the game, and based on the calculation results, controls the operations of output means such as the normal accessory 54 and the special accessory 56.
[0051] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switches 150, performs various calculations for executing effects according to the progress of the game, and based on the calculation results, controls the operations of effect devices such as the front frame lamp 12, the speaker 14, the liquid crystal display 32, and the lighting device 38.
[0052] The frame control board 201 receives signals sent from the main control board 200 and input signals from the count buttons 212, controls the held balls (the number of game balls), and controls devices such as the game value number display device 211. The frame control board 201 can communicate bidirectionally with the main control board 200.
[0053] The main control board 200 includes a random number generation means 210, a normal symbol lottery means 220, a normal display control means 222, a normal accessory control means 224, a special symbol lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290, etc.
[0054] The random number generation means 210 is a means for generating random numbers for lottery, and is realized by a random number generator that generates hardware random numbers or a program that generates software random numbers. The software random numbers can be generated based on, for example, the count value of an increment counter (a counter that counts numerical values so as to circulate within a predetermined count range). In this embodiment, the "random number value" includes not only values that are randomly generated in a mathematical sense, but also values that can function as random numbers in essence because their acquisition timing, etc. is irregular even though their generation itself is regular.
[0055] The normal symbol lottery means 220 acquires a normal symbol lottery random number value from the random number generation means 210 based on the detection signal input from the gate switch 102 that detects each game ball passing through the passing gate 48, and stores it in the normal random number storage means 2912 of the main memory 290. Then, a normal symbol lottery is performed to determine whether it is a normal win or not for the normal symbol lottery random number value read from the normal random number storage means 2912.
[0056] Specifically, in the normal random number storage means 2912, four normal hold storage areas, namely normal hold storage area 1 to normal hold storage area 4, are provided as storage areas for storing the acquired normal symbol lottery random number values. And one such normal hold storage area is provided as a storage area for storing the normal symbol lottery random number value read from the normal hold storage area 1 until the variable display and stop display of the normal symbol are completed. When the normal symbol lottery means 220 acquires a normal symbol lottery random number value from the random number generation means 210, if the normal symbol lottery random number value is not stored in any of the normal hold storage areas 1 to 4, the acquired normal symbol lottery random number value is first stored in the normal hold storage area 1. Then, when the normal symbol lottery random number value is stored in the normal hold storage area 1, if the normal symbol is not in the variable display or stop display, that is, the normal symbol lottery random number value is not stored in the normal hold storage area, and the control to open the normal accessory 54 is not being executed, the normal symbol lottery random number value is immediately read from the normal hold storage area 1 to perform a normal symbol lottery, and the normal symbol lottery random number value for which the normal symbol lottery has been performed is stored in the normal hold storage area. On the other hand, if the normal symbol is in the variable display or stop display, that is, the normal symbol lottery random number value is stored in the normal hold storage area, or the control to open the normal accessory 54 is being executed, the normal symbol lottery random number value is held in the normal hold storage area 1.
[0057] And when a detection signal is input from the gate switch 102 and a random number value for ordinary symbol lottery is acquired while the random number value for ordinary symbol lottery is being held in the ordinary hold memory area 1, the ordinary symbol lottery means 220 stores the random number value for ordinary symbol lottery in the ordinary hold memory area among the ordinary hold memory areas 1 to 4 where the number of random number values for ordinary symbol lottery being held is less than 4, that is, on the condition that the ordinary hold count is less than 4, and in the ordinary hold memory area where the random number value for ordinary symbol lottery is not being held and which has the smallest ordinal number.
[0058] And when the variable display and stop display of the ordinary symbol end, the ordinary symbol lottery means 220 deletes the random number value for ordinary symbol lottery stored in the ordinary hold memory area, and when a random number value for ordinary symbol lottery is being held in the ordinary hold memory area 1, reads out the random number value for ordinary symbol lottery from the ordinary hold memory area 1 and conducts an ordinary symbol lottery on the condition that control for opening the ordinary accessory 54 is not being executed, and stores the random number value for ordinary symbol lottery for which the ordinary symbol lottery has been conducted in the ordinary hold memory area. Here, when random number values for ordinary symbol lottery remain in the ordinary hold memory areas 2 and later, the remaining random number values for ordinary symbol lottery are moved from the original ordinary hold memory area to the ordinary hold memory area with an ordinal number one less. For example, when random number values for ordinary symbol lottery remain in the ordinary hold memory areas 2 to 3, they are moved to the ordinary hold memory areas 1 to 2.
[0059] In this way, in the ordinary random number storage means 2912, the random number value for ordinary symbol lottery for which the ordinary symbol lottery has been conducted is held up to 1 in the ordinary hold memory area, and the random number values for ordinary symbol lottery for which the ordinary symbol lottery has not been conducted are held up to 4 in the ordinary hold memory areas 1 to 4.
[0060] The ordinary symbol lottery means 220 conducts an ordinary winning determination process and the like as the ordinary symbol lottery.
[0061] The normal winning determination process is a process for determining whether it is a "normal win". In the normal winning determination process, the normal symbol lottery means 220 selects, according to the game state, which of the plurality of types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for performing the random number determination process. Here, each normal symbol lottery table has "normal win" or "loss" associated with each of the 100 random numbers for normal symbol lottery values from 0 to 99. Then, the normal symbol lottery means 220 determines whether a "normal win" has been won by determining whether the one random number value for normal symbol lottery read from the normal random number storage means 2912 is associated with a normal win with reference to the selected normal symbol lottery table.
[0062] The normal symbol lottery table selected when the game state is the time-saving state is set to have a higher probability of a "normal win" than the normal symbol lottery table selected when the game state is not the time-saving state. In other words, the normal symbol lottery conducted when the game state is the time-saving state has a higher probability of a "normal win" than the normal symbol lottery conducted when the game state is not the time-saving state.
[0063] The normal display control means 222 is means for controlling the display of the state display unit 70 based on the lottery result of the normal symbol lottery, and performs a normal symbol display control process and a normal hold display control process.
[0064] In the normal symbol display control process, the normal display control means 222 variably displays the normal symbol by blinking the two lamps of the normal symbol display unit 72 until a predetermined variation time elapses, and stops displaying the normal symbol by turning on or off the two lamps of the normal symbol display unit 72 according to whether a "normal win" has been won in the normal winning determination process, thereby displaying the result of the normal symbol lottery on the normal symbol display unit 72.
[0065] In this embodiment, the variation time of the normal symbol is determined according to the game state at the time when the normal symbol lottery is conducted. Specifically, when the game state is the time-saving state, the variation time of the normal symbol is set shorter than when the game state is not the time-saving state. For example, when the game state at the time when the normal symbol lottery is conducted is not the time-saving state, the variation time of the normal symbol is set to the first time (for example, 20 seconds), and when the game state at the time when the normal symbol lottery is conducted is the time-saving state, the variation time of the normal symbol is set to the second time (for example, 1 second) shorter than the first time. Therefore, when the game state is the time-saving state, the trigger for executing the normal symbol lottery comes more frequently.
[0066] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by combining turning on, turning off, or flashing the two lamps of the normal hold display unit 74 according to the number of normal symbol lottery random numbers stored in the normal random number storage means 2912.
[0067] The normal accessory control means 224 (movable member control means) is means for controlling the normal accessory 54 based on the lottery result of the normal symbol lottery. When the game state is not the time-saving state, the normal accessory control means 224 controls the normal accessory 54 to operate such that after the normal accessory 54 becomes the enlarged state (second state) until a time A (for example, 0.1 second) elapses, and then returns to the reduced state (first state), triggered by the normal symbol stopping and displaying in a mode indicating a "normal win". Also, when the game state is the time-saving state, the normal accessory control means 224 controls the normal accessory 54 to operate such that after the normal accessory 54 becomes the enlarged state until a time B (for example, 6 seconds) longer than the time A elapses, and then returns to the reduced state, triggered by the normal symbol stopping and displaying in a mode indicating a "normal win".
[0068] Therefore, when "ordinary win" occurs in the normal symbol lottery, if the game state is not the time-saving state, the normal accessory 54 operates so that the ease of entry of the game balls into the second start port 49 hardly increases. However, if the game state is the time-saving state, the normal accessory 54 operates so that the ease of entry of the game balls into the second start port 49 increases. In the present embodiment, in the time-saving state, the normal accessory 54 is operationally controlled so that the entry of the game balls into the second start port 49 is easier than in the normal state. Therefore, the time-saving state is a game state more advantageous to the player than the normal state.
[0069] The special symbol lottery means 230 (special lottery means) acquires a special symbol lottery random number value from the random number generation means 210 based on the detection signal input from the first start port switch 100 that detects each game ball entering the first start port 46, and stores it as the first special random number value in the special random number storage means 2914 of the main memory 290. Further, the special symbol lottery means 230 acquires a special symbol lottery random number value from the random number generation means 210 based on the detection signal input from the second start port switch 103 that detects each game ball entering the second start port 49, and stores it as the second special random number value in the special random number storage means 2914. The special symbol lottery means 230 performs a special symbol lottery to determine the winning or losing of a big win or the like using the first special random number value or the second special random number value read from the special random number storage means 2914.
[0070] In the special random number storage means 2914, four first special hold storage areas, namely, the first special hold storage area 1 to the first special hold storage area 4, are provided as storage areas for storing the acquired first special random number value. One first corresponding special hold storage area is provided as a storage area for storing the first special random number value read from the first special hold storage area 1 until the variable display and stop display of the first special symbol are completed.
[0071] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the detection signal input from the first start opening switch 100, if the first special random number value is not stored in any of the first special hold memory areas 1 to 4, the acquired random number value for special symbol lottery is first stored as the first special random number value in the first special hold memory area 1. Then, when the first special random number value is stored in the first special hold memory area 1, if the first special symbol is not in the variable display or stop display state, that is, the first special random number value is not stored in the first special hold memory area, the game state is not a special game state, and a small win game is not being executed, the first special random number value is immediately read out from the first special hold memory area 1 to conduct a special symbol lottery, and the first special random number value used for the special symbol lottery is stored in the first special hold memory area. On the other hand, if the first special symbol is in the variable display or stop display state, that is, the first special random number value is stored in the first special hold memory area, or the game state is a special game state, or a small win game is being executed, the first special random number value is held in the first special hold memory area 1.
[0072] And when a detection signal is further input from the first start opening switch 100 and a random number value for special symbol lottery is acquired while the first special random number value is being held in the first special hold memory area 1, the special symbol lottery means 230 stores the first special random number value as the first special random number value in the first special hold memory area among the first special hold memory areas 1 to 4 where the first special random number value is not being held, which has the smallest ordinal number, on the condition that the number of first special random number values being held in the first special hold memory areas 1 to 4 is less than 4, that is, on the condition that the first special hold number is less than 4.
[0073] The special random number storage means 2914 is provided with four second special reserved storage areas, namely, the second special reserved storage area 1 to the second special reserved storage area 4, as storage areas for storing the acquired second special random number values. And one such second special reserved storage area is provided as a storage area for storing the second special random number value read from the second special reserved storage area 1 until the variable display and stop display of the special symbol are completed.
[0074] When the special symbol lottery means 230 acquires a special symbol lottery random number value based on the detection signal input from the second start port switch 103, if no second special random number value is stored in any of the second special reserved storage areas 1 to 4, the acquired special symbol lottery random number value is first stored as the second special random number value in the second special reserved storage area 1. And when the second special random number value is stored in the second special reserved storage area 1, if the second special symbol is not in the variable display or stop display, that is, if no second special random number value is stored in the second such special reserved storage area, and the game state is not a special game state and a small win game is not being executed, then immediately the second special random number value is read from the second special reserved storage area 1 to conduct a special symbol lottery, and the second special random number value obtained from the special symbol lottery is stored in the second such special reserved storage area. On the other hand, if the second special symbol is in the variable display or stop display, that is, if a second special random number value is stored in the second such special reserved storage area, or if the game state is a special game state or a small win game is being executed, then the second special random number value is reserved in the second special reserved storage area 1.
[0075] When a detection signal is input from the second start port switch 103 and a special symbol lottery random value is obtained while the second special hold random value is being held in the second special hold memory area 1, the special symbol lottery means 230 stores it as the second special hold random value in the second special hold memory area where the second special hold random value is not held and which has the smallest ordinal number among the second special hold memory areas 1 to 4, on the condition that the number of second special hold random values held in the second special hold memory areas 1 to 4 is less than 4, that is, on the condition that the second special hold number is less than 4.
[0076] When the variable display and stop display of the first special symbol are completed, the special symbol lottery means 230 erases the first special random value stored in the first corresponding special hold memory area. When the first special random value is stored in the first special hold memory area 1, the special symbol lottery is performed by reading the first special random value from the first special hold memory area 1 on the condition that the game state is not a special game state and a small win game is not being executed, and the first special random value for which the special symbol lottery has been performed is stored in the first corresponding special hold memory area. Also, when the variable display and stop display of the second special symbol are completed, the special symbol lottery means 230 erases the second special random value stored in the second corresponding special hold memory area. When the second special random value is stored in the second special hold memory area 1, the special symbol lottery is performed by reading the second special random value from the second special hold memory area 1 on the condition that the game state is not a special game state and a small win game is not being executed, and the second special random value for which the special symbol lottery has been performed is stored in the second corresponding special hold memory area. In this embodiment, in order to consume the first special random value and the second special random value in parallel, the variable display of the second special symbol may be started during the variable display of the first special symbol, or the variable display of the first special symbol may be started during the variable display of the second special symbol.
[0077] In addition, when the first special reserved random value is stored in the first special reserved memory area 1, on the condition that the second special random value is not stored in any of the second special reserved memory areas 1 to 4, the first special random value is read from the first special reserved memory area 1 to perform a special symbol lottery. When the second special random value is stored in any of the second special reserved memory areas 1 to 4, even if the first special random value is stored in any of the first special reserved memory areas 1 to 4, the second special random value may be read from the second special reserved memory area 1 to perform a special symbol lottery. That is, the second special random value may be given priority over the first special random value for consumption. Further, regardless of whether it is the first special random value or the second special random value, the first special random value or the second special random value may be read in the order stored in the special random number storage means 2914 to perform a special symbol lottery. That is, the first special random value or the second special random value may be consumed in the order in which the game balls enter the first start port 46 or the second start port 49.
[0078] When the first special random number value is read from the first special reserved memory area 1, if the first special random number value remains in the areas after the first special reserved memory area 2, or when the second special random number value is read from the second special reserved memory area 1 and the second special random number value remains in the areas after the second special reserved memory area 2, the remaining first special random number value or second special random number value is moved from the original special reserved memory area to the special reserved memory area with an ordinal number one less. For example, when the first special random number value is read from the first special reserved memory area 1 and the first special random number value remains in each of the first special reserved memory areas 2 to 4, the first special random number value stored in each of the first special reserved memory areas 2 to 4 is moved to each of the first special reserved memory areas 1 to 3. When the second special random number value is read from the second special reserved memory area 1 and the second special random number value remains in each of the second special reserved memory areas 2 to 3, the second special random number value stored in each of the second special reserved memory areas 2 to 3 is moved to each of the second special reserved memory areas 1 to 2.
[0079] In the special random number storage means 2914, up to 4 first special random number values for which the special symbol lottery has not been performed are reserved in the first special reserved memory areas 1 to 4. Also, up to 4 second special random number values for which the special symbol lottery has not been performed are reserved in the second special reserved memory areas 1 to 4.
[0080] Next, the details of the special symbol lottery will be described. The special symbol lottery means 230 acquires a plurality of types of random number values such as a jackpot determination random number value and a symbol determination random number value as special symbol lottery random number values based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and stores these plurality of types of random number values in the special random number storage means 2914 as the first special random number value or the second special random number value. Then, the special symbol lottery means 230 performs a jackpot determination process, a symbol determination process, etc. as the special symbol lottery.
[0081] The jackpot determination process is a process of reading out one jackpot determination random number value included in the first special hold memory area 1 or the second special hold memory area 1 of the special random number storage means 2914 and determining whether it is a jackpot or not. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored in the special random number storage means 2914 as the first special random number value or the second special random number value.
[0082] In the jackpot determination process, the special symbol lottery means 230 selects which of the plurality of types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for the random number determination process according to whether the read one jackpot determination random number value is stored as the first special random number value or the second special random number value.
[0083] In the present embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in FIG. 7(a) and a jackpot lottery table B shown in FIG. 7(b). In each jackpot lottery table, a jackpot or the like is associated with each of the 65,536 jackpot determination random number values from 0 to 65,535.
[0084] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random number value, and the correspondence between each determination result and the jackpot determination random number value is set so that "jackpot" wins with a probability of 1 / 350 (187 / 65,536) and "loss" wins with a probability of 349 / 350 (65,349 / 65,536). The special symbol lottery means 230 refers to the jackpot lottery table A and determines whether the jackpot determination random number value read from the first hold memory area 1 is associated with "jackpot" or "loss", thereby determining whether "jackpot" or "loss" has won. In the present embodiment, the probability of winning "jackpot" or "loss" in the first special symbol lottery does not change according to the game state.
[0085] The big win lottery table B is selected when performing the big win determination process for the second special random number value. The "big win" is selected with a probability of 1 / 350 (about 0.3%) (187 / 65536), the "small win" is selected with a probability of about 1.5% (983 / 65536), the "C time reduction" is selected with a probability of about 2.5% (1638 / 65536), and the "loss" is selected with a probability of about 95.7% (62728 / 65536). The correspondence between each determination result and the big win determination random number value is set. The special symbol lottery means 230 refers to the big win lottery table B and determines whether the big win determination random number value read from the second reserved memory area 1 is associated with "big win", "small win", "C time reduction" or "loss", thereby determining whether "big win", "small win", "C time reduction" or "loss" is selected. In this embodiment, the probabilities of winning "big win", "small win", "C time reduction" or "loss" in the second special symbol lottery do not change according to the game state. In the second special symbol lottery, there are cases of winning a win (big win or small win) and cases of not winning a win. The "cases of not winning a win" include cases of winning C time reduction without winning a win and cases of not winning C time reduction either (complete loss) without winning a win. Note that the "big win" may not be provided in the big win lottery table B. In this embodiment, a win (big win or small win) is set as the first result related to the execution of the special game. Also, "C time reduction" and "loss" are set as the second results not related to the execution of the special game.
[0086] The symbol determination process is a process that is performed when "big win", "short C time", or "small win" is selected in the big win determination process. The symbol determination process reads out one symbol determination random number value included in the first special hold storage area 1 or the second special hold storage area 1 of the special random number storage means 2914, and when "big win" is selected, determines which of the multiple big win symbols (types of big wins) the big win symbol will be, when "short C time" is selected, determines which of the multiple short C time symbols (types of short C time) the short C time symbol will be, and when "small win" is selected, determines which of the multiple small win symbols (types of small wins) the small win symbol will be. Here, one symbol determination random number value is obtained from 200 symbol determination random number values from 0 to 199 based on the detection signal being input from the first start port switch 100 and the second start port switch 103, and is stored as the first special random number value or the second special random number value in the special random number storage means 2914.
[0087] In the symbol determination process, the special symbol lottery means 230 selects which of the multiple types of symbol lottery tables stored in the lottery table storage means 2910 to refer to for the random number determination process according to whether the read one symbol determination random number value is stored as the first special random number value or the second special random number value.
[0088] In this embodiment, the lottery table storage means 2910 stores the symbol lottery table A shown in Fig. 8(a), the symbol lottery table B shown in Fig. 8(b), the symbol lottery table C shown in Fig. 8(c), and the symbol lottery table D shown in Fig. 8(d). In each symbol lottery table, a predetermined symbol is associated with each of the symbol determination random number values.
[0089] The symbol lottery table A shown in Fig. 8(a) is selected when a "big win" is selected and the read one symbol determination random number value is stored as the first special random number value. The correspondence between each symbol and the symbol determination random number value is set so that "big win symbol 1" is selected with a probability of 0.1% and "big win symbol 2" is selected with a probability of 99.9%. The special symbol lottery means 230 refers to the symbol lottery table A and determines which of the multiple types of big win symbols has been selected by determining which of the multiple types of big win symbols the read one symbol determination random number value is associated with.
[0090] The symbol lottery table B shown in Fig. 8(b) is selected when a "big win" is selected and the read one symbol determination random number value is stored as the second special random number value. The correspondence between each symbol and the symbol determination random number value is set so that "big win symbol A" is selected with a probability of 30%, "big win symbol B" is selected with a probability of 30%, "big win symbol C" is selected with a probability of 10%, "big win symbol D" is selected with a probability of 10%, and "big win symbol E" is selected with a probability of 20%. The special symbol lottery means 230 refers to the symbol lottery table B and determines which of the multiple types of big win symbols has been selected by determining which of the multiple types of big win symbols the read one symbol determination random number value is associated with.
[0091] The symbol lottery table C shown in Fig. 8(c) is selected when a "small win" is selected and the read one symbol determination random number value is stored as the second special random number value. The correspondence between each symbol and the symbol determination random number value is set so that "small win symbol A" is selected with a probability of 30%, "small win symbol B" is selected with a probability of 30%, "small win symbol C" is selected with a probability of 10%, "small win symbol D" is selected with a probability of 10%, and "small win symbol E" is selected with a probability of 20%. The special symbol lottery means 230 refers to the symbol lottery table C and determines which of the multiple types of small win symbols has been selected by determining which of the multiple types of small win symbols the read one symbol determination random number value is associated with.
[0092] The symbol lottery table D shown in FIG. 8(d) is selected when winning the "short time C", and when one read symbol determination random value is stored as the second special random value, "short time C symbol A" (upper short time C symbol) wins with a probability of 65%, and "short time C symbol B" (lower short time C symbol) wins with a probability of 35%. The correspondence between each symbol and the symbol determination random value is set. The special symbol lottery means 230 refers to the symbol lottery table D and determines which of the multiple types of short time symbols has won by determining which of the multiple types of short time symbols the one read symbol determination random value is associated with. In the present embodiment, as described above, if "short time C" and "loss" are set as the "second result" not related to the execution of the special game, then "short time C symbol A" or "short time C symbol B" can be said to be a specific result which is a part of the second result. In the present embodiment, among the specific results, "short time C symbol B" is set as the first specific result, and "short time C symbol A" is set as the second specific result.
[0093] The special game execution means 260 (special game control means) is means for executing a special game (big win game) based on the lottery result of the special symbol lottery, and performs execution processing of the special game and the like. Also, the special game execution means 260 is means for executing a small win game based on winning the "small win" in the special symbol lottery, and performs execution processing of the small win game and the like.
[0094] The special game state is started based on winning the "big win" in the special symbol lottery (the first special symbol lottery or the second special symbol lottery), and ends when a special game (big win game) of a predetermined number of rounds (execution times) corresponding to the type (category) of the big win symbol is executed. When the special game state is started based on winning the "big win symbol 1", "big win symbol A" or "big win symbol B" in the special symbol lottery, the special game state ends on the condition that a special game of 10 rounds from the first round to the tenth round has been executed. In the special symbol lottery, when a special game state is started based on the winning of "big win symbol C", "big win symbol D", or "big win symbol E", the special game state ends on the condition that the special game of 7 rounds from the 1st round to the 7th round has been executed. When winning a "big win" in the special symbol lottery, at the end of the special game state, a predetermined short-time number corresponding to the big win symbol is set and the short-time state is started.
[0095] The small win game state is started based on winning a "small win" in the special symbol lottery (second special symbol lottery), and ends when a small win game of a predetermined number of times (1 time in this embodiment) has been executed. In the small win game, the special accessory 56 becomes an open state that allows the game ball to enter the big winning opening 50, and the distribution means 53 is displaced from the non-specific area passing state to the specific area passing state. Specifically, in the small win game, the distribution means 53 is displaced from the non-specific area passing state to the specific area passing state so that it becomes easy (possible) for the game ball to pass through the specific area 51 by the game ball that has entered the big winning opening 50 during the execution of the small win game. Thereby, in the second special symbol lottery, when winning any one of "small win symbol A" to "small win symbol E", it becomes easy (possible) for the game ball to pass through the specific area 51 in the small win game state. And when the passage of the game ball through the specific area 51 is detected in the small win game state (when the passage of the game ball through the specific area 51 by the game ball that has entered the big winning opening 50 during the execution of the small win game is detected), the special game state is started based on the end of the small win game state.
[0096] When winning "small win symbol A" or "small win symbol B" in the second special symbol lottery and the passage of the game ball through the specific area 51 is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. Thereby, 10 rounds are executed with the first round of the small win game as the first round of the round game. And the special game state ends on the condition that the special game of 10 rounds has been executed. Also, when winning in any of "Small Win Symbol C", "Small Win Symbol D", or "Small Win Symbol E" in the second special symbol lottery and the passage of the game ball through the specific area 51 is detected in the small win game state, the number of special games (round games) is set to 6 times. As a result, 7 rounds of the round game will be executed with the first small win game as the first round game. And the special game state ends on the condition that 10 rounds of special games have been executed. At the end of the special game state, a predetermined short time count corresponding to the small win symbol is set, and the short time state is started. In addition, when the passage of the game ball through the specific area 51 is not detected in the small win game state (when the passage of the game ball entering the big winning opening 50 during the execution of the small win game through the specific area 51 is not detected), the special game state is not started, and the normal state is started. In this embodiment, "special game" may be a general term for the big win game and the small win game. Also, when referring to "special game", it is not limited to referring to one round game, and may refer to the entire round game (for example, 10 rounds of special games: special game state).
[0097] Based on the start of the special game (including the small win game) of each round (based on the fulfillment of the release condition), the special accessory 56 becomes the open state. The open special accessory 56 becomes the closed state based on the fulfillment of any of a plurality of closing conditions. One of the closing conditions is that the release timer in the main memory 290 counts (reaches) a predetermined time (29 seconds). Also, one of the closing conditions is that when the count switch 104 detects the entry of one game ball, a value corresponding to one game ball (for example, 1) is added to the value of the big winning number counter 109 in the main memory 290, and when the value reaches a predetermined value (for example, 10). When the closing condition is fulfilled (when the end condition of the special game is fulfilled), drive control of the special accessory drive device is performed so that the special accessory 56 becomes the closed state.
[0098] The special display control means 240 performs a first special symbol display control process, a second special symbol display control process, a first special hold display control process, and a second special hold display control process based on the lottery result of the special symbol lottery.
[0099] The first special symbol display control process is a process performed when a first special random value is read from the first special hold memory area 1 and the special symbol lottery is conducted. The special display control means 240 causes the 7-segment display of the first special symbol display unit 76 to blink to variably display the first special symbol until the variable time elapses, and then causes the 7-segment display of the first special symbol display unit 76 to light up in a predetermined manner to stop displaying the first special symbol. The special symbol lottery means 230 performs a variable pattern determination process as the special symbol lottery. The special display control means 240 causes the 7-segment display of the first special symbol display unit 76 to blink to variably display the first special symbol until the variable time corresponding to the variable pattern determined in the variable pattern determination process elapses, and then causes the 7-segment display of the first special symbol display unit 76 to light up in a predetermined manner to stop displaying the first special symbol.
[0100] In the present embodiment, the display modes of the 7-segment displays are predetermined corresponding to each of the jackpot symbols, the time-shortening symbols, and the small-win symbols. The special display control means 240 causes the 7-segment display of the first special symbol display unit 76 to light up in a manner corresponding to whether or not "jackpot" is won in the jackpot determination process, and when "jackpot" is won in the jackpot determination process, in a manner corresponding to the jackpot symbol determined in the symbol determination process, to stop displaying the first special symbol and display the result of the special symbol lottery on the first special symbol display unit 76.
[0101] The second special symbol display control process is a process performed when a second special random value is read from the second special reserved memory area 1 and a special symbol lottery is conducted. The special display control means 240 causes the 7-segment display of the second special symbol display unit 81 to blink until the elapse of the variation time, thereby variably displaying the second special symbol, and then causes the 7-segment display of the second special symbol display unit 81 to light up in a predetermined manner, thereby stopping the display of the second special symbol. The special symbol lottery means 230 performs a variation pattern determination process as the special symbol lottery. The special display control means 240 causes the 7-segment display of the second special symbol display unit 81 to blink until the elapse of the variation time corresponding to the variation pattern determined in the variation pattern determination process, thereby variably displaying the second special symbol, and then causes the 7-segment display of the second special symbol display unit 81 to light up in a predetermined manner, thereby stopping the display of the second special symbol.
[0102] The special display control means 240 causes the 7-segment display of the second special symbol display unit 81 to light up in a manner corresponding to whether or not a "big win", "small win", or "C time shortening" is won in the big win determination process, and in the case of winning a "big win" in the big win determination process, in a manner corresponding to the big win symbol determined in the symbol determination process, and in the case of winning a "small win" in the big win determination process, in a manner corresponding to the small win symbol determined in the symbol determination process, and in the case of winning a "C time shortening" in the big win determination process, in a manner corresponding to the time shortening symbol determined in the symbol determination process, thereby stopping the display of the second special symbol and causing the second special symbol display unit 81 to display the result of the special symbol lottery.
[0103] In the first special reserved display control process, the special display control means 240 displays 0 to 4 first special reserved numbers by a combination of lighting, extinguishing, or blinking the two lamps of the first special reserved display unit 78 according to the number of the first special random values stored in the special random number storage means 2914.
[0104] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by a combination of turning on, turning off, or flashing the two lamps of the second special hold display unit 82 according to the number of second special random numbers stored in the second special random number storage means 2914.
[0105] In this embodiment, when winning a "big hit" in the special symbol lottery (the first special symbol lottery or the second special symbol lottery), a special game state is started in which it is possible (easy) for game balls to enter the big winning opening 50. Also, when winning a "small hit" in the second special symbol lottery, a small hit game state in which it is possible (easy) for game balls to enter the big winning opening 50 is started. When it is detected that a game ball passing through the specific area 51 by the game ball that has entered the big winning opening 50 in the small hit game state, a special game state in which it is possible (easy) for game balls to enter the big winning opening 50 is started. The player can obtain a large number of prize balls by entering game balls into the big winning opening 50.
[0106] In this embodiment, the probability of determining a transition to the special game state is higher when obtaining an opportunity for the second special symbol lottery than when obtaining an opportunity for the first special symbol lottery. As described above, in order to obtain an opportunity for the second special symbol lottery, it is necessary to win a "normal hit" in the normal symbol lottery and enter (win) a game ball into the second start opening 49 when the normal accessory 54 (normal electric accessory) is in the open state (released state). The ease of entry of game balls into the second start opening 49 (the ease of causing game balls to enter) varies depending on the game state.
[0107] Returning to FIG. 5, the payout control means 270 performs control to (electronically) pay out a number of game balls corresponding to the number of prize balls predetermined for each detection signal based on the detection signals input from the first start opening switch 100, the detection signal from the second start opening switch 103, the detection signal from the general winning opening switch 101, and the detection signal from the count switch 104.
[0108] The communication control means 280 controls the transmission of various commands generated according to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, only one-way communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and they are communicatively connected so that the sub-control board 202 cannot transmit information to the main control board 200.
[0109] The sub-control board 202 includes an effect control means 300 and a sub-memory 302.
[0110] The effect control means 300 controls the effect device based on various commands transmitted from the main control board 200, input signals from the effect button switch 150, and effect data stored in the effect data storage means 303 of the sub-memory 302, and turns on or blinks the front frame lamp 12 and the lighting device 38, displays an effect image on the liquid crystal display 32, controls the audio device to output effect sound from the speaker 14, drives the effect object driving device to operate the effect object, etc. By controlling the effect device, the effect for enlivening or assisting the game is executed on the effect device.
[0111] A large number of effect image data for displaying images on the liquid crystal display 32 are stored in the effect data storage means 303. The effect control means 300 draws an image in the frame buffer of the sub-memory 302 every 1 frame (1 / 30 second) based on these effect image data, and displays the drawn image on the liquid crystal display 32, thereby reproducing and displaying a video on the liquid crystal display 32.
[0112] The performance control means 300 executes a performance of displaying a performance symbol (demo symbol) on the liquid crystal display 32 in accordance with (corresponding to) the variable display and stop display of the first special symbol in the first special symbol display unit 76, or in accordance with (corresponding to) the variable display and stop display of the second special symbol in the second special symbol display unit 81, and can notify the result of the first special symbol lottery or the second special symbol lottery. In the normal state, the performance control means 300 causes the liquid crystal display 32 to display a performance symbol corresponding to the variable display and stop display of the first special symbol, and in the time-saving state, causes the liquid crystal display 32 to display a performance symbol corresponding to the variable display and stop display of the second special symbol.
[0113] The display of the performance symbol in the normal state will be described. Fig. 9(a) shows the state before the variable display of the first special symbol starts. On the display area 32a of the liquid crystal display 32, a left performance symbol 350, a middle performance symbol 352, and a right performance symbol 354, which are performance symbols, are displayed. The left performance symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle performance symbol 352 is displayed in the central part of the display area 32a of the liquid crystal display 32, and the right performance symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 each constitute nine types of performance symbol columns representing the numbers from "1" to "9". Each performance symbol representing the numbers from "1" to "9" may be configured to include a decorative part such as a character together with the number.
[0114] As shown in Fig. 9(b), based on the start of the variable display of the first special symbol, the variable display (variable display performance) of the performance symbol is started. The downward arrow in the figure indicates that the performance symbol is in the process of variable display (scrolling) at high speed in the vertical direction.
[0115] As shown in FIG. 9(c), based on the stop display of the first special symbol, the effect symbol is stopped. The effect symbol is stopped in a manner corresponding to the result of the first special symbol lottery. For example, when winning a "big win" in the first special symbol lottery, it is stopped in a manner corresponding to the big win symbol determined in the symbol determination process. Although not shown in the figure, even in the time-saving state, similar to the normal state (as shown in FIGS. 9(a), 9(b), and 9(c)), the effect symbol is variably displayed or stopped according to the variable display and stop display of the second special symbol.
[0116] The effect control means 300 executes an effect (hold effect) of displaying an image indicating the first hold number or the second hold number on the liquid crystal display 32 based on the first special hold number (the first special random number value stored (held) in the special random number storage means 2914) or the second special hold number (the second special random number value stored (held) in the special random number storage means 2914) in the main control board 200. As shown in FIG. 9(a) and the like, four hold display areas (display areas) of the first hold display area 411 to the fourth hold display area 414 are provided at the lower part of the display area of the liquid crystal display 32 corresponding to the first special hold storage area 1 to the first special hold storage area 4 or the second special hold storage area 1 to the second special hold storage area 4 of the special random number storage means 2914.
[0117] FIG. 9(a) shows the hold effect executed in the normal state. The first special random number values are stored in the first special hold storage area 1 to the first special hold storage area 3, and the first hold images 420 (three first hold images 420) are displayed in the first hold display area 411 to the third hold display area 413. FIG. 9(d) shows the hold effect executed in the time-saving state. The second special random number values are stored in the second special hold storage area 1 to the second special hold storage area 2, and the second hold images 422 (two second hold images 422) are displayed in the first hold display area 411 to the second hold display area 412.
[0118] Also, in the hold performance, one hold display area 430 is displayed in the area to the left of the first hold display area 411 at the lower part of the display area 32a of the liquid crystal display 32, corresponding to the special hold memory area of the special random number storage means 2914. When the first special random number value is read from the first special hold memory area 1 and stored in the special hold memory area, the first hold image 420 is displayed in the hold display area 430 (Fig. 9(b)). Also, when the second special random number value is read from the second special hold memory area 1 and stored in the special hold memory area, the second hold image 422 is displayed.
[0119] (Transition of game state) As shown in Fig. 10, the game state transition control means 250 performs a game state transition control process for transitioning the game state between each game state based on the establishment of a predetermined condition (transition condition).
[0120] The normal state (normal game state, non-time-limited state, low-probability state) is a game state corresponding to the initial state among multiple types of game states. As described above, in the normal state, the probability of winning "ordinary win" in the normal symbol lottery is lower than that in the time-limited state. Also, even when winning "ordinary win" in the normal symbol lottery, the normal accessory 54 operates so that the entry of game balls into the second start port 49 hardly increases. For this reason, in the normal state, it is difficult (impossible) to make the game balls enter the second start port 49. In other words, it is difficult (impossible) to obtain the opportunity for the second special symbol lottery. In the normal state, in order to obtain the opportunity for the first special symbol lottery, it is more advantageous for the player to hit the ball to the left so that the game balls enter the first start port 46 than to hit the ball to the right. In other words, the normal state is a game state in which the player should hit the ball to the left.
[0121] Based on winning the "big win" in the special symbol lottery (the first special symbol lottery) in the normal state, it shifts to a special game state. When winning the "big win symbol 1" in the special symbol lottery, 10,000 times is set as the time-saving number of times at the end of the special game state (in this embodiment, in the following description, if there is no special designation, the "time-saving number of times" is treated as referring to the "ending condition based on the total number of variable display times of the first special symbol and the second special symbol"). Based on the end of the special game state, it shifts to a time-saving state (lower-level A time-saving state). Also, when winning the "big win symbol 2" in the special symbol lottery, 10,000 times is set as the time-saving number of times at the end of the special game state, and based on the end of the special game state, it shifts to a time-saving state (lower-level A time-saving state). After the first win, it shifts to the lower-level A time-saving state.
[0122] In the time-saving state, the probability of winning the "ordinary win" in the normal symbol lottery is higher than that in the normal state. Also, when winning the "ordinary win" in the normal symbol lottery, the normal accessory 54 operates so that it is easier for the game balls to enter the second starting port 49. Therefore, in the time-saving state, it is easier to let the game balls enter (win) the second starting port 49 compared to the normal state. In other words, it is easier to obtain the opportunity for the second special symbol lottery. The time-saving state can be said to be a state where it is easy to win, where the normal accessory 54 is likely to be in an open state (an enlarged state where game balls can easily enter). On the other hand, the normal state can be said to be a state where it is difficult for the normal accessory 54 to be in an open state.
[0123] In the time shortening state, in order to obtain the opportunity of the second special symbol lottery, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 than to hit the ball to the left. In other words, the time shortening state is a game state in which the player should hit the ball to the right. In the present embodiment, the second special symbol lottery based on the entry of the game ball into the second starting port 49 has a higher possibility of determining the transition to the special game state than the first special symbol lottery. In other words, in the time shortening state, the probability of determining the transition to the special game state is higher than in the normal state. In the present embodiment, the time shortening state in which it is easier for the game ball to enter the second starting port 49 than in the normal state may be referred to as the high base state, and the normal state may be referred to as the low base state.
[0124] The game state transition control means 250 (state control means) determines that one of the end conditions (predetermined conditions) of the time shortening state is satisfied based on the fact that the total number of variable display times of the first special symbol and the second special symbol in the time shortening state (for example, the lower A time shortening state) has reached a predetermined number of times (for example, 10,000 times of the time shortening times), ends the time shortening state, and causes a transition to the normal state. In the present embodiment, at the end of the special game state, a time shortening number corresponding to the type of the winning symbol is set in the stored value of the time shortening counter 2915 in the main memory 290, and each time the variable display of the second special symbol (or the first special symbol) is performed in the time shortening state, "1" is subtracted from the stored value of the time shortening counter 2915. Then, based on the fact that the value of the time shortening counter 2915 has reached "0", the time shortening end condition is satisfied and the time shortening state ends, and the normal state starts. In the present embodiment, it is assumed that the time shortening end condition is satisfied when the stored value of the time shortening counter 2915 is subtracted and reaches a predetermined value "0", but the present invention is not limited to this, and the time shortening end condition may be configured to be satisfied when the stored value of the time shortening counter 2915 is added and reaches a predetermined value.
[0125] In the time-saving state, when the special symbol lottery (the second special symbol lottery) wins any one of "big win symbol A" to "big win symbol E", the game state transition control means 250 can set the time-saving count (10,000 times) at the end of the special game state (based on the fact that the game state is the time-saving state), and transition to the time-saving state based on the end of the special game state. Also, in the time-saving state, when the special symbol lottery (the second special symbol lottery) wins any one of "small win symbol A" to "small win symbol E", and the passage of the game ball through the specific area 51 is detected in the small win game state, the game state transition control means 250 can set the time-saving count (10,000 times) at the end of the special game state (based on the fact that the game state is the time-saving state), and transition to the time-saving state based on the end of the special game state.
[0126] Hereinafter, "winning symbol A" may refer to "big win symbol A" or may refer to "small win symbol A". "Winning symbol B" may refer to "big win symbol B" or may refer to "small win symbol B". "Winning symbol C" may refer to "big win symbol C" or may refer to "small win symbol C". "Winning symbol D" may refer to "big win symbol D" or may refer to "small win symbol D". "Winning symbol E" may refer to "big win symbol E" or may refer to "small win symbol A". In addition, when "big win" is not provided in the above-mentioned big win lottery table B (Fig. 7(b)), "winning symbol A" to "winning symbol E" shall refer to "small win symbol A" to "small win symbol E". Also, in the following description, the "special game state" shall include those via the small win game state.
[0127] Further, when the game state transition control means 250 is in the non-time-short state when the C-time-short symbol stops being displayed and makes a game state transition determination based on the C-time-short symbol, it sets a C-time-short state (a lower C-time-short state and an upper C-time-short state, to be described later) according to the stopped C-time-short symbol (C-time-short "valid"). On the other hand, when the game state transition control means 250 is in the time-short state when the C-time-short symbol stops being displayed and makes a game state transition determination based on the C-time-short symbol, it does not perform (overwrite) the setting of the time-short game state based on the stopped C-time-short symbol (C-time-short "invalid").
[0128] (Lower A-time-short state: First winning easy state) When the game state transition control means 250 wins the "winning symbol A" in the second special symbol lottery in the lower A-time-short state, it does not transition the game state (does not end the lower A-time-short state) based on the stop (once) of the second special symbol related to the lottery, and sets the number of time-short times to be set at the end of the special game state to 10,000 times based on the game state being in the lower A-time-short state (during A-time-short) (see FIG. 11). Then, the game state transition control means 250 transitions to the upper A-time-short state based on the end of the special game state. After executing the special game state based on winning the "winning symbol A" in the lower A-time-short state, the game state transition control means 250 makes a setting related to the winning easy state (setting of the number of time-short times) and transitions the game state to the upper A-time-short state. The lower A-time-short state is set not to end based on a single stop display of the "winning symbol A". In other words, the end condition of the lower A-time-short state is set to end based on the number of stop displays of the "winning symbol A" reaching a predetermined value of 2 or more. In the pachinko gaming machine according to the present embodiment, when playing the game normally, if the game is being played normally, it is designed such that the passage of the game ball through the specific area 51 in the small win game occurs almost 100%. Even when the stop display count of the winning symbol is set to 2 or more (specific counts such as 2 or 3), when the stop display of the first winning symbol occurs, a special game state (including those via the small win game state) is entered. In the special game state (including after the stop display of the big win symbol), it is configured to enter a non-time-saving state once. The purpose of setting it as "2 or more" is to prevent the occurrence of disadvantages to the player based on the fact that an irregular event such as a jam of the game ball does not cause a special game state when the target small win symbol, which is set as an end condition based on the stop display count, stops displaying.
[0129] When a predetermined result ("winning symbol A") among the first results (a win) is obtained under the situation where the lower-level A time-saving state is set, after the end of the special game state, it is possible to shift to the upper-level A time-saving state.
[0130] When the game state transition control means 250 wins the "winning symbol B" in the second special symbol lottery in the lower-level A time-saving state, the game state is not transitioned (the lower-level A time-saving state is not ended) based on the stop (once) of the second special symbol related to the lottery. Based on the fact that the game state is in the lower-level A time-saving state (during A time-saving), the time-saving count set at the end of the special game state is set to 10,000 times (see FIG. 11). Then, the game state transition control means 250 causes a transition back to the lower-level A time-saving state based on the end of the special game state. After executing the special game state based on winning the "winning symbol B" in the lower-level A time-saving state, the game state transition control means 250 makes a setting (setting of the time-saving count) related to the easy-win state and causes a transition back to the lower-level A time-saving state. The lower-level A time-saving state is set not to end based on a single stop display of the "winning symbol B". In other words, the end condition of the lower-level A time-saving state is set to end based on the stop display count of the "winning symbol B" reaching a predetermined value of 2 or more.
[0131] When a predetermined result ("winning symbol B") among the first results (wins) is obtained under the condition that the lower-stage A short-time state is set, after the end of the special game state, it is possible to shift to the lower-stage A short-time state.
[0132] When the game state transition control means 250 wins the "winning symbol C" in the second special symbol lottery in the lower-stage A short-time state, based on the stop (once) of the variation of the second special symbol related to the lottery, the lower-stage A short-time state is ended and the normal state (non-short-time state) is entered. Then, based on the fact that the game state is the non-short-time state, the game state transition control means 250 sets the number of short-time times set at the end of the special game state to 0 times (see FIG. 11). After the execution of the special game state based on winning the "winning symbol C" in the lower-stage A short-time state, the game state transition control means 250 makes settings related to the easy winning state (settings of the number of short-time times) and does not shift to the short-time state. The lower-stage A short-time state is set to end based on one stop display of the "winning symbol C". In other words, the end condition of the lower-stage A short-time state is set to end based on the fact that the number of stop displays of the "winning symbol C" has become "1".
[0133] When the game state transition control means 250 wins the "winning symbol D" in the second special symbol lottery in the lower-stage A short-time state, based on the stop (once) of the variation of the second special symbol related to the lottery, the lower-stage A short-time state is ended and the normal state (non-short-time state) is entered. Then, based on the fact that the game state is the non-short-time state, the game state transition control means 250 sets the number of short-time times set at the end of the special game state to 0 times (see FIG. 11). After the execution of the special game state based on winning the "winning symbol D" in the lower-stage A short-time state, the game state transition control means 250 makes settings related to the easy winning state (settings of the number of short-time times) and does not shift to the short-time state. The lower-stage A short-time state is set to end based on one stop display of the "winning symbol D". In other words, the end condition of the lower-stage A short-time state is set to end based on the fact that the number of stop displays of the "winning symbol D" has become "1".
[0134] When the game state transition control means 250 wins the "winning symbol E" in the second special symbol lottery in the lower A time-short state, it ends the lower A time-short state based on the stop (once) of the variation of the second special symbol related to the lottery, and shifts to the normal state (non-time-short state). Then, based on the fact that the game state is the non-time-short state, the game state transition control means 250 sets the number of time-short times set at the end of the special game state to 0 times (see FIG. 11). After the execution of the special game state based on winning the "winning symbol E" in the lower A time-short state, the game state transition control means 250 makes settings related to the easy winning state (settings of the number of time-short times) and does not shift to the time-short state. The lower A time-short state is set to end based on one stop display of the "winning symbol E". In other words, the end condition of the lower A time-short state is set to end based on the fact that the number of stop displays of the "winning symbol E" becomes "1".
[0135] As a modification, the lower A time-short state may be set to end based on one stop display of the "winning symbol A" or the "winning symbol B". In that case, based on the fact that the game state is the non-time-short state, the game state transition control means 250 sets the number of time-short times set at the end of the special game state to 10,000 times (see FIG. 11), and shifts to the upper A time-short state based on the end of the special game state. In this case, different from this embodiment, there is no reset (loop) of the lower A time-short state by obtaining the "winning symbol B", and the acquisition of the "winning symbol A" and the "winning symbol B" in the lower A time-short state is such that the setting of the upper A time-short state becomes definite.
[0136] When the game state transition control means 250 wins the "C time-short symbol B" in the second special symbol lottery in the lower A time-short state, it ends the lower A time-short state based on the stop (once) of the variation of the second special symbol related to the lottery, and shifts to the normal state (non-time-short state). Then, based on the fact that the game state is the non-time-short state, the game state transition control means 250 sets the number of time-short times to 10,000 times and shifts to the lower C time-short state. The game state transition control means 250 makes settings related to an easy winning state (settings for the number of time shortening times) after obtaining "C time shortening symbol B" in the lower A time shortening state, and transitions the game state to the lower C time shortening state. When the "C time shortening symbol B" (the first specific result) is obtained under the situation where the lower A time shortening state is set, it becomes possible to transition to the lower C time shortening state. The lower A time shortening state is set to end based on one stop display of the "C time shortening symbol B". In other words, the end condition of the lower A time shortening state is set to end based on the fact that the number of stop displays of the "C time shortening symbol B" has become "1".
[0137] Even if "C time shortening" is obtained in the second special symbol lottery during the A time shortening (A time shortening state), it is invalid (non - operative), but when "C time shortening" is obtained during non - time shortening (normal state), it becomes valid. In other words, in the non - time shortening state (normal state), based on obtaining "C time shortening", the number of time shortening times can be set and the game state can be transitioned to the C time shortening state. Further in other words, "C time shortening" is valid only in the non - time shortening state (normal state). "C time shortening" is a time shortening symbol that does not grant a transition to a game state (special game state or small win game state) where it is easy for game balls to enter the big winning opening 50, and can transition to the time shortening state without going through the special game state (small win game state).
[0138] When the game state transition control means 250 wins the "C time shortening symbol A" in the second special symbol lottery in the lower A time shortening state, it does not transition the game state (does not end the lower A time shortening state) based on the variable stop (once) of the second special symbol related to the lottery. The game state transition control means 250 can count the number of times the "C time shortening symbol A" has stopped displaying in the lower A time shortening state using the first counter 2916 in the main memory 290. When the value of the first counter 2916 reaches a predetermined value (for example, 255), it ends the lower A time shortening state based on the variable stop of the second special symbol related to the lottery and transitions to the normal state (non - time shortening state). Then, based on the fact that the game state is the non - time shortening state, the game state transition control means 250 sets the number of time shortening times to 10000 times and transitions to the upper C time shortening state. The lower-level A short-time state is set to end based on 255 stop displays of the "Short-time symbol A of C". In other words, the end condition of the lower-level A short-time state is set to end based on the stop display count of the "Short-time symbol A of C" reaching "255". Since the end condition of the lower-level A short-time state based on the stop display count of the "Short-time symbol A of C" is set to 255, before the "Short-time symbol A of C" stops displaying 255 times, a transition to a special game state due to the stop display of a winning symbol occurs. Substantially, the lower-level A short-time state does not end (and does not transition to the upper-level C short-time state) based on the stop display of the "Short-time symbol A of C". However, it may be set to, for example, 3 times instead of 255 times, and be set to be able to transition from the lower-level A short-time state to the upper-level C short-time state.
[0139] (Lower-level C short-time state: Second winning easy state) When the game state transition control means 250 wins the "Winning symbol A" in the second special symbol lottery in the lower-level C short-time state, it does not transition the game state (does not end the lower-level C short-time state) based on the stop (once) of the second special symbol related to the lottery. Based on the game state being in the lower-level C short-time state (during C short-time), the short-time count set at the end of the special game state is set to 10,000 times (see FIG. 11). Then, the game state transition control means 250 causes a transition to the upper-level A short-time state based on the end of the special game state. After executing the special game state based on winning the "Winning symbol A" in the lower-level C short-time state, the game state transition control means 250 makes settings related to the winning easy state (settings of the short-time count) and causes the game state to transition to the upper-level A short-time state. The lower-level C short-time state is set not to end based on one stop display of the "Winning symbol A". In other words, the end condition of the lower-level C short-time state is set to end based on the stop display count of the "Winning symbol A" reaching a predetermined value of 2 or more.
[0140] When the game state transition control means 250 wins the "winning symbol B" in the second special symbol lottery in the lower C short state, the game state is not transitioned based on the stop (once) of the variation of the second special symbol related to the lottery (the lower C short state is not ended), and based on the fact that the game state is in the lower C short state (during the C short), the short time count set at the end of the special game state is set to 10,000 times (see Fig. 11). Then, the game state transition control means 250 transitions to the upper A short state based on the end of the special game state. After executing the special game state based on winning the "winning symbol B" in the lower C short state, the game state transition control means 250 makes settings related to the easy winning state (settings of the short time count) and transitions the game state to the upper A short state. The lower C short state is set so as not to end based on one stop display of the "winning symbol B". In other words, the end condition of the lower C short state is set so as to end based on the stop display count of the "winning symbol B" reaching a predetermined value of 2 or more.
[0141] When the game state transition control means 250 wins the "winning symbol C" in the second special symbol lottery in the lower C short state, the game state is not transitioned based on the stop (once) of the variation of the second special symbol related to the lottery (the lower C short state is not ended), and based on the fact that the game state is in the lower C short state (during the C short), the short time count set at the end of the special game state is set to 10,000 times (see Fig. 11). Then, the game state transition control means 250 transitions to the upper A short state based on the end of the special game state. After executing the special game state based on winning the "winning symbol C" in the lower C short state, the game state transition control means 250 makes settings related to the easy winning state (settings of the short time count) and transitions the game state to the upper A short state. The lower C short state is set so as not to end based on one stop display of the "winning symbol C". In other words, the end condition of the lower C short state is set so as to end based on the stop display count of the "winning symbol C" reaching a predetermined value of 2 or more.
[0142] When the game state transition control means 250 wins the "winning symbol D" in the second special symbol lottery in the lower C time-limited state, it ends the lower C time-limited state based on the stop (once) of the second special symbol related to the lottery and shifts to the normal state (non-time-limited state). Then, based on the fact that the game state is the non-time-limited state, the game state transition control means 250 sets the number of time-limited times set at the end of the special game state to 0 times (see Fig. 11). After executing the special game state based on winning the "winning symbol D" in the lower C time-limited state, the game state transition control means 250 makes settings related to the winning-easy state (settings of the number of time-limited times) and does not shift to the time-limited state. The lower C time-limited state is set to end based on one stop display of the "winning symbol D". In other words, the end condition of the lower C time-limited state is set to end based on the fact that the number of stop displays of the "winning symbol D" becomes "1".
[0143] When the game state transition control means 250 wins the "winning symbol E" in the second special symbol lottery in the lower C time-limited state, it ends the lower C time-limited state based on the stop (once) of the second special symbol related to the lottery and shifts to the normal state (non-time-limited state). Then, based on the fact that the game state is the non-time-limited state, the game state transition control means 250 sets the number of time-limited times set at the end of the special game state to 0 times (see Fig. 11). After executing the special game state based on winning the "winning symbol E" in the lower C time-limited state, the game state transition control means 250 makes settings related to the winning-easy state (settings of the number of time-limited times) and does not shift to the time-limited state. The lower C time-limited state is set to end based on one stop display of the "winning symbol E". In other words, the end condition of the lower C time-limited state is set to end based on the fact that the number of stop displays of the "winning symbol E" becomes "1".
[0144] When the game state transition control means 250 wins the "lower C time-limited symbol A" in the second special symbol lottery in the lower C time-limited state, it does not shift the game state (does not end the lower C time-limited state) based on the stop (once) of the second special symbol related to the lottery. The game state transition control means 250 can count the number of times the "Short C Symbol A" has stopped displaying in the lower-level short C state by using the first counter 2916 in the main memory 290. When the value of the first counter 2916 reaches a predetermined value (for example, 255 or 10,000), the lower-level short C state is terminated based on the variation stop of the second special symbol related to the lottery. Since the end condition of the lower-level short C state based on the number of times the "Short C Symbol A" has stopped displaying is set to 255 times (or 10,000 times), a transition to a special game state occurs due to the stop display of a winning symbol before the "Short C Symbol A" stops displaying 255 times. Therefore, substantially, the lower-level short C state does not end based on the stop display of the "Short C Symbol A".
[0145] In the lower-level short C state, when the game state transition control means 250 wins the "Short C Symbol B" in the second special symbol lottery, the game state is not transitioned (the lower-level short C state is not terminated) based on the variation stop (once) of the second special symbol related to the lottery. The game state transition control means 250 can count the number of times the "Short C Symbol B" has stopped displaying in the lower-level short C state by using the second counter 2917 in the main memory 290. When the value of the second counter 2917 reaches a predetermined value (for example, 255 or 10,000), the lower-level short C state is terminated based on the variation stop of the second special symbol related to the lottery. Since the end condition of the lower-level short C state based on the number of times the "Short C Symbol B" has stopped displaying is set to 255 times (or 10,000 times), a transition to a special game state occurs due to the stop display of a winning symbol before the "Short C Symbol B" stops displaying 255 times. Therefore, substantially, the lower-level short C state does not end based on the stop display of the "Short C Symbol B".
[0146] When a predetermined result ("Winning Symbol A", "Winning Symbol B", or "Winning Symbol C") among the first results (wins) is obtained under the condition that the lower-level short C state is set, it is possible to transition to the upper-level short A state after the end of the special game state related to the predetermined result.
[0147] Even if "Short C" is obtained in the special symbol lottery during the Short C period (Short C state), it is considered invalid (non-operational). Specifically, in the Short C state, if one wins "Short C" (either "Short C Symbol A" or "Short C Symbol B") in the special symbol lottery and the special symbol stops displaying in a manner corresponding to "Short C Symbol A" or "Short C Symbol B", a new short time state will not be started (a new short time count will not be set) upon the start of such stop display. As described above, if "Short C" is obtained during non-short time (in the non-short time state), the "Short C" is valid.
[0148] (Upper A Short Time State: Third Prize Easy State) When the game state transition control means 250 wins "Winning Symbol A" in the second special symbol lottery in the upper A short time state, it ends the upper A short time state based on the stop of the second special symbol related to the lottery (once) and transitions to the normal state (non-short time state). Then, based on the fact that the game state is in the non-short time state, the game state transition control means 250 sets the short time count to be set at the end of the special game state to 10,000 times (see Figure 11). Then, the game state transition control means 250 transitions back to the upper A short time state based on the end of the special game state. After executing the special game state based on winning "Winning Symbol A" in the upper A short time state, the game state transition control means 250 makes settings related to the prize easy state (settings of the short time count) and transitions the game state back to the upper A short time state. The upper A short time state is set to end based on one stop display of "Winning Symbol A". In other words, the end condition of the upper A short time state is set to end based on the stop display count of "Winning Symbol A" becoming "1".
[0149] When the game state transition control means 250 wins the "winning symbol B" in the second special symbol lottery in the upper A time-short state, it ends the upper A time-short state based on the stop (once) of the variation of the second special symbol related to the lottery, and makes a transition to the normal state (non-time-short state). Then, based on the fact that the game state is the non-time-short state, the game state transition control means 250 sets the number of time-short times set at the end of the special game state to 10,000 times (see Fig. 11). Then, the game state transition control means 250 makes a transition to the upper A time-short state again based on the end of the special game state. After executing the special game state based on winning the "winning symbol B" in the upper A time-short state, the game state transition control means 250 makes a setting related to the easy winning state (setting of the number of time-short times), and makes the game state transition to the upper A time-short state again. The upper A time-short state is set to end based on one stop display of the "winning symbol B". In other words, the end condition of the upper A time-short state is set to end based on the fact that the number of stop displays of the "winning symbol B" has become "1".
[0150] When the game state transition control means 250 wins the "winning symbol C" in the second special symbol lottery in the upper A time-short state, it does not make a transition of the game state (does not end the upper A time-short state) based on the stop (once) of the variation of the second special symbol related to the lottery. Based on the fact that the game state is the upper A time-short state (during A time-short), the game state transition control means 250 sets the number of time-short times set at the end of the special game state to 10,000 times (see Fig. 11). Then, the game state transition control means 250 makes a transition to the upper A time-short state again based on the end of the special game state. After executing the special game state based on winning the "winning symbol C" in the upper A time-short state, the game state transition control means 250 makes a setting related to the easy winning state (setting of the number of time-short times), and makes the game state transition to the upper A time-short state again. The upper A time-short state is set not to end based on one stop display of the "winning symbol C". In other words, the end condition of the upper A time-short state is set to end based on the fact that the number of stop displays of the "winning symbol C" has become a predetermined value of 2 or more.
[0151] When the game state transition control means 250 wins the "winning symbol D" in the second special symbol lottery in the upper A short time state, the game state is not shifted based on the stop (once) of the variation of the second special symbol related to the lottery (the upper A short time state is not ended), and based on the fact that the game state is in the upper A short time state (during A short time), the short time count set at the end of the special game state is set to 10,000 times (see FIG. 11). Then, the game state transition control means 250 shifts back to the upper A short time state based on the end of the special game state. After executing the special game state based on winning the "winning symbol D" in the upper A short time state, the game state transition control means 250 makes settings related to the easy winning state (settings of the short time count) and shifts the game state back to the upper A short time state. The upper A short time state is set so as not to end based on one stop display of the "winning symbol D". In other words, the end condition of the upper A short time state is set so as to end based on the stop display count of the "winning symbol D" reaching a predetermined value of 2 or more.
[0152] When the game state transition control means 250 wins the "winning symbol E" in the second special symbol lottery in the upper A short time state, the upper A short time state is ended based on the stop (once) of the variation of the second special symbol related to the lottery, and the game state is shifted to the normal state (non - short time state). Then, the game state transition control means 250 sets the short time count set at the end of the special game state to 0 times based on the fact that the game state is in the non - short time state (see FIG. 11). After executing the special game state based on winning the "winning symbol E" in the upper A short time state, the game state transition control means 250 makes settings related to the easy winning state (settings of the short time count) and does not shift to the short time state. The upper A short time state is set so as to end based on one stop display of the "winning symbol E". In other words, the end condition of the upper A short time state is set so as to end based on the stop display count of the "winning symbol E" becoming "1".
[0153] When the game state transition control means 250 wins the "Short Time Pattern A for C" in the second special symbol lottery in the upper A short time state, it ends the upper A short time state based on the stop (once) of the variation of the second special symbol related to the lottery and shifts to the normal state (non-short time state). Then, based on the fact that the game state is the non-short time state, the game state transition control means 250 sets the short time count to 10,000 times and shifts to the upper C short time state. After obtaining the "Short Time Pattern A for C" in the upper A short time state, the game state transition control means 250 performs a setting related to the easy winning state (setting of the short time count) and shifts the game state to the upper C short time state. When the "Short Time Pattern A for C" (second specific result) is obtained under the situation where the upper A short time state is set, it becomes possible to shift to the upper C short time state. The upper A short time state is set to end based on one stop display of the "Short Time Pattern A for C". In other words, the end condition of the upper A short time state is set to end based on the fact that the stop display count of the "Short Time Pattern A for C" becomes "1".
[0154] When the game state transition control means 250 wins the "Short Time Pattern B for C" in the second special symbol lottery in the upper A short time state, it does not shift the game state (does not end the upper A short time state) based on the stop (once) of the variation of the second special symbol related to the lottery. The game state transition control means 250 can count the number of times the "Short Time Pattern B for C" has stopped displaying in the upper A short time state using the second counter 2917 in the main memory 290. When the value of the second counter 2917 reaches a predetermined value (for example, 255), it ends the upper A short time state based on the stop of the variation of the second special symbol related to the lottery and shifts to the normal state (non-short time state). Then, based on the fact that the game state is the non-short time state, the game state transition control means 250 sets the short time count to 10,000 times and shifts to the lower C short time state. The upper A time-short state is set to end based on 255 stop displays of the "C time-short symbol B". In other words, the end condition of the upper A time-short state is set to end based on the stop display count of the "C time-short symbol B" reaching "255". Since the end condition of the upper A time-short state based on the stop display count of the "C time-short symbol B" is set to 255, before the "C time-short symbol B" stops displaying 255 times, a transition to a special game state due to the stop display of a winning symbol occurs. Substantially, the upper A time-short state does not end (does not transition to the lower C time-short state) based on the stop display of the "C time-short symbol B". However, it may be set to, for example, 3 times instead of 255 times, and be set so that it can transition (fall) from the upper A time-short state to the lower C time-short state.
[0155] (Upper C time-short state: Fourth winning-easy state) When the game state transition control means 250 wins the "winning symbol A" in the second special symbol lottery in the upper C time-short state, it ends the upper C time-short state based on the variable stop (once) of the second special symbol related to the lottery and causes a transition to the normal state (non-time-short state). Then, based on the game state being the non-time-short state, the game state transition control means 250 sets the time-short count to be set at the end of the special game state to 10,000 times (see FIG. 11). Then, the game state transition control means 250 causes a transition to the upper A time-short state based on the end of the special game state. After executing the special game state based on winning the "winning symbol A" in the upper C time-short state, the game state transition control means 250 makes settings related to the winning-easy state (settings of the time-short count) and causes the game state to transition to the upper A time-short state. The upper C time-short state is set to end based on 1 stop display of the "winning symbol A". In other words, the end condition of the upper C time-short state is set to end based on the stop display count of the "winning symbol A" reaching "1".
[0156] When the game state transition control means 250 wins the "winning symbol B" in the second special symbol lottery in the upper C time-saving state, it ends the upper C time-saving state based on the stop (once) of the fluctuation of the second special symbol related to the lottery and shifts to the normal state (non-time-saving state). Then, based on the fact that the game state is the non-time-saving state, the game state transition control means 250 sets the number of time-saving times set at the end of the special game state to 10,000 times (see Fig. 11). Then, the game state transition control means 250 shifts to the upper A time-saving state based on the end of the special game state. After executing the special game state based on winning the "winning symbol B" in the upper C time-saving state, the game state transition control means 250 makes settings related to the easy winning state (settings of the number of time-saving times) and shifts the game state to the upper A time-saving state. The upper C time-saving state is set to end based on one stop display of the "winning symbol B". In other words, the end condition of the upper C time-saving state is set to end based on the fact that the number of stop displays of the "winning symbol B" has become "1".
[0157] When the game state transition control means 250 wins the "winning symbol C" in the second special symbol lottery in the upper C time-saving state, it does not shift the game state (does not end the upper C time-saving state) based on the stop (once) of the fluctuation of the second special symbol related to the lottery. Based on the fact that the game state is the upper C time-saving state (during C time-saving), the game state transition control means 250 sets the number of time-saving times set at the end of the special game state to 10,000 times (see Fig. 11). Then, the game state transition control means 250 shifts to the upper A time-saving state based on the end of the special game state. After executing the special game state based on winning the "winning symbol C" in the upper C time-saving state, the game state transition control means 250 makes settings related to the easy winning state (settings of the number of time-saving times) and shifts the game state to the upper A time-saving state. The upper C time-saving state is set not to end based on one stop display of the "winning symbol C". In other words, the end condition of the upper C time-saving state is set to end based on the fact that the number of stop displays of the "winning symbol C" has become a predetermined value of 2 or more.
[0158] When the game state transition control means 250 wins the "winning symbol D" in the second special symbol lottery in the upper C short state, the game state is not shifted based on the stop (once) of the fluctuation of the second special symbol related to the lottery (the upper C short state is not ended), and based on the fact that the game state is in the upper C short state (during the C short), the short time count set at the end of the special game state is set to 10,000 times (see Fig. 11). Then, the game state transition control means 250 shifts to the upper A short state based on the end of the special game state. After executing the special game state based on winning the "winning symbol D" in the upper C short state, the game state transition control means 250 makes settings related to the easy winning state (settings of the short time count) and shifts the game state to the upper A short state. The upper C short state is set not to end based on one stop display of the "winning symbol D". In other words, the end condition of the upper C short state is set to end based on the stop display count of the "winning symbol D" reaching a predetermined value of 2 or more.
[0159] When the game state transition control means 250 wins the "winning symbol E" in the second special symbol lottery in the upper C short state, the game state is not shifted based on the stop (once) of the fluctuation of the second special symbol related to the lottery (the upper C short state is not ended), and based on the fact that the game state is in the upper C short state (during the C short), the short time count set at the end of the special game state is set to 10,000 times (see Fig. 11). Then, the game state transition control means 250 shifts to the upper A short state based on the end of the special game state. After executing the special game state based on winning the "winning symbol E" in the upper C short state, the game state transition control means 250 makes settings related to the easy winning state (settings of the short time count) and shifts the game state to the upper A short state. The upper C short state is set not to end based on one stop display of the "winning symbol E". In other words, the end condition of the upper C short state is set to end based on the stop display count of the "winning symbol E" reaching a predetermined value of 2 or more.
[0160] When the game state transition control means 250 wins the "Short C Symbol A" in the second special symbol lottery in the upper-level short C state, the game state is not shifted (the upper-level short C state is not terminated) based on the stop (once) of the variation of the second special symbol related to the lottery. The game state transition control means 250 can count the number of times the "Short C Symbol A" has stopped displaying in the upper-level short C state by using the first counter 2916 in the main memory 290. When the value of the first counter 2916 reaches a predetermined value (for example, 255 or 10,000), the upper-level short C state is terminated based on the stop of the variation of the second special symbol related to the lottery. Since the termination condition of the upper-level short C state based on the number of times the "Short C Symbol A" has stopped displaying is set to 255 times (or 10,000 times), a transition to a special game state occurs due to the stop display of the winning symbol before the "Short C Symbol A" stops displaying 255 times. Therefore, in essence, the upper-level short C state does not end based on the stop display of the "Short C Symbol A".
[0161] When the game state transition control means 250 wins the "Short C Symbol B" in the second special symbol lottery in the upper-level short C state, the game state is not shifted (the upper-level short C state is not terminated) based on the stop (once) of the variation of the second special symbol related to the lottery. The game state transition control means 250 can count the number of times the "Short C Symbol B" has stopped displaying in the upper-level short C state by using the second counter 2917 in the main memory 290. When the value of the second counter 2917 reaches a predetermined value (for example, 255 or 10,000), the upper-level short C state is terminated based on the stop of the variation of the second special symbol related to the lottery. Since the termination condition of the upper-level short C state based on the number of times the "Short C Symbol B" has stopped displaying is set to 255 times (or 10,000 times), a transition to a special game state occurs due to the stop display of the winning symbol before the "Short C Symbol B" stops displaying 255 times. Therefore, in essence, the upper-level short C state does not end based on the stop display of the "Short C Symbol B".
[0162] Incidentally, as a modification, the upper C time-shortened state may be set so as not to end based on a single stop display of "winning symbol A" or "winning symbol B". In that case, the game state transition control means 250 sets the number of time-shortened times to 10,000 times at the end of the special game state based on the fact that the game state is the C time-shortened state (see FIG. 11), and causes a transition to the upper A time-shortened state based on the end of the special game state.
[0163] As shown in FIG. 11, in the gaming machine according to the present embodiment, when winning on "winning symbol A" to "winning symbol E", the number of time-shortened times is set according to whether the game state is in the non-time-shortened state, the A time-shortened state, or the C time-shortened state.
[0164] FIG. 12 is a diagram showing the number of time-shortened times set and the game state to which the game transitions after the special game state when winning on "winning symbol A" to "winning symbol E" in each time-shortened state. In the lower A time-shortened state, when a win is obtained, the number of time-shortened times is set to 10,000 times when winning on "winning symbol A" (30%) and when winning on "winning symbol B" (30%). When winning on other winning symbols, the number of time-shortened times is set to 0 times. When a win is obtained in the lower A time-shortened state, the probability of transitioning (continuing) to the time-shortened state after the end of the special game state is 60%.
[0165] In the lower C time-shortened state, when a win is obtained, the number of time-shortened times is set to 10,000 times when winning on "winning symbol A" (30%), when winning on "winning symbol B" (30%), and when winning on "winning symbol C" (10%). When winning on other winning symbols, the number of time-shortened times is set to 0 times. When a win is obtained in the lower C time-shortened state, the probability of transitioning (continuing) to the time-shortened state after the end of the special game state is 70%.
[0166] In the upper A time-shortened state, when a win is obtained, if winning on "Win Symbol A" (30%), "Win Symbol B" (30%), "Win Symbol C" (10%), or "Win Symbol D" (10%), the number of time-shortened times is set to 10,000 times, and if winning on "Win Symbol E", the number of time-shortened times is set to 0 times. When a win is obtained in the upper A time-shortened state, the probability of transitioning (continuing) to the time-shortened state after the end of the special game state is 80%.
[0167] In the upper C time-shortened state, when a win is obtained, if winning on "Win Symbol A" (30%), "Win Symbol B" (30%), "Win Symbol C" (10%), "Win Symbol D" (10%), or "Win Symbol E" (20%), the number of time-shortened times is set to 10,000 times. When a win is obtained in the upper C time-shortened state, the probability of transitioning (continuing) to the time-shortened state after the end of the special game state is 100%.
[0168] In this embodiment, as the right-handed game states (right-handed time-shortened state, easy winning state), four levels of game states are provided: the lower A time-shortened state (the first easy winning state), the lower C time-shortened state (the second easy winning state), the upper A time-shortened state (the third easy winning state), and the upper C time-shortened state (the fourth easy winning state). Each game state has a different degree of advantage (continuance expectation) for the player. The degree of advantage increases in the order of the lower A time-shortened state, the lower C time-shortened state, the upper A time-shortened state, and the upper C time-shortened state. The gaming machine of this embodiment is configured to provide a plurality of time-shortened states with different degrees of advantage as right-handed game states that can transition between special game states, and the time-shortened states transition complexly between them. In other words, the gaming property of state transition is realized between a plurality of time-shortened states with different degrees of advantage. Thereby, the interest of the game can be enhanced.
[0169] Note that the lower A time reduction state and the upper A time reduction state can be set after the execution of a special game state. Also, the lower C time reduction state and the upper C time reduction state can be set when "C time reduction" ("C time reduction symbol B" or "C time reduction symbol A") is obtained.
[0170] In this embodiment, the number of time reduction times for the lower A time reduction state, the lower C time reduction state, the upper A time reduction state, and the upper C time reduction state is 10,000 times, which is common to all states. Therefore, it is difficult for the player to grasp whether the shifted time reduction state is the A time reduction state or the C time reduction state based on the set number of time reduction times. By realizing the gameplay that it is difficult to grasp whether the shifted time reduction state is the A time reduction state or the C time reduction state, the interest of the game can be improved. Note that at the start of the lower A time reduction state, the lower C time reduction state, the upper A time reduction state, and the upper C time reduction state, a battle effect may be configured to start (execute) via the liquid crystal display 32 or the like. By executing the same battle effect in each state, it becomes more difficult to determine whether it is the A time reduction state or the C time reduction state.
[0171] The gaming machine of this embodiment enables the player to execute effect customization (setting of the execution mode of the effect) by operating the effect button 26 or the cross keys provided on the front frame 10. In effect customization, for example, the appearance frequency of a predetermined effect can be set (selected). One of the effect customizations is to set whether or not the winning of the C time reduction symbol (C time reduction symbol A or C time reduction symbol B) is notified when the transition to the upper (higher degree of advantage) time reduction state is determined based on the winning of the C time reduction symbol. When it is set to execute the said notification, the player can grasp the winning of the said C time reduction symbol. In other words, the player can grasp that the time reduction state started after the execution of the said notification is the upper time reduction state. By making it possible to grasp the winning of the C time reduction symbol and exciting the player, it is possible to suppress the right-handed game state from becoming monotonous and the player from getting bored.
[0172] In this embodiment, although it is substantially set so as not to shift from a higher time-saving state to a lower time-saving state, for example, it may be configured as follows. A "winning symbol B'" is provided for the type of win. When the game state transition control means 250 wins the "winning symbol B'" in the second special symbol lottery in the lower C time-saving state, the game state is not transitioned (the lower C time-saving state is not ended) based on the stop of the fluctuation of the second special symbol related to the lottery (once), and based on the fact that the game state is in the lower C time-saving state (during C time-saving), the number of time-saving times set at the end of the special game state is set to 10,000 times, and it may be transitioned to the lower A time-saving state based on the end of the special game state. After executing the special game state based on winning the "winning symbol B'" in the lower C time-saving state, the game state transition control means 250 may perform setting related to the easy winning state (setting of the number of time-saving times) and transition the game state to the lower A time-saving state.
[0173] (Modification example) In this embodiment, a combination of the "winning symbol A" and the "winning symbol B" may be defined as the "winning symbol F" (60%) and configured as shown in FIG. 13. Hereinafter, the case of winning the "winning symbol F" in each time-saving state will be described. Note that the cases of winning the "winning symbol C", the "winning symbol D", and the "winning symbol E" are the same as the above description and will be omitted.
[0174] (Lower A time-saving state) When the game state transition control means 250 wins the "winning symbol F" in the second special symbol lottery in the lower A time-saving state, the game state is not transitioned (the lower A time-saving state is not ended) based on the stop of the fluctuation of the second special symbol related to the lottery (once), and based on the fact that the game state is in the lower A time-saving state (during A time-saving), the number of time-saving times set at the end of the special game state is set to 10,000 times. Then, the game state transition control means 250 is transitioned back to the lower A time-saving state based on the end of the special game state. After executing the special game state based on winning the "winning symbol F" in the lower A time-saving state, the game state transition control means 250 performs setting related to the easy winning state (setting of the number of time-saving times) and transitions the game state back to the lower A time-saving state. The short time state of lower rank A is set so as not to end based on one stop display of the "winning symbol F". In other words, the short time state of lower rank A is set to end based on the number of stop displays of the "winning symbol F" reaching a predetermined value of 2 or more.
[0175] In this modified example, it is configured so as not to shift from the short time state of lower rank A to the short time state of upper rank A via the short time state of lower rank C. In other words, when shifting from the short time state of lower rank A to the short time state of upper rank A, it is always via the short time state of lower rank C.
[0176] (Short time state of lower rank C) When the game state transition control means 250 wins the "winning symbol F" in the second special symbol lottery in the short time state of lower rank C, the game state is not transitioned (the short time state of lower rank C is not ended) based on the stop (once) of the second special symbol related to the lottery, and based on the game state being in the short time state of lower rank C (during short time of C), the number of short time counts set at the end of the special game state is set to 10,000 times. Then, the game state transition control means 250 causes a transition to the short time state of upper rank A based on the end of the special game state. After executing the special game state based on winning the "winning symbol F" in the short time state of lower rank C, the game state transition control means 250 makes a setting related to the easy winning state (setting of the number of short time counts) and causes the game state to transition to the short time state of upper rank A. The short time state of lower rank C is set so as not to end based on one stop display of the "winning symbol F". In other words, the short time state of lower rank C is set to end based on the number of stop displays of the "winning symbol F" reaching a predetermined value of 2 or more.
[0177] (Short time state of upper rank A) When the game state transition control means 250 wins the "winning symbol F" in the second special symbol lottery in the upper A time-limited state, it ends the upper A time-limited state based on the stop (once) of the variation of the second special symbol related to the lottery, and shifts to the normal state (non-time-limited state). Then, based on the fact that the game state is the non-time-limited state, the game state transition control means 250 sets the number of time-limited times set at the end of the special game state to 10,000 times. And the game state transition control means 250 shifts to the upper A time-limited state again based on the end of the special game state. After executing the special game state based on winning the "winning symbol F" in the upper A time-limited state, the game state transition control means 250 makes a setting related to the easy winning state (setting of the number of time-limited times), and shifts the game state to the upper A time-limited state again. The upper A time-limited state is set to end based on one stop display of the "winning symbol F". In other words, the upper A time-limited state is set to end based on the fact that the number of stop displays of the "winning symbol F" becomes "1".
[0178] (Upper C time-limited state) When the game state transition control means 250 wins the "winning symbol F" in the second special symbol lottery in the upper C time-limited state, it does not shift the game state based on the stop (once) of the variation of the second special symbol related to the lottery (does not end the upper C time-limited state). Based on the fact that the game state is the upper C time-limited state (during C time limit), the game state transition control means 250 sets the number of time-limited times set at the end of the special game state to 10,000 times. And the game state transition control means 250 shifts to the upper A time-limited state based on the end of the special game state. After executing the special game state based on winning the "winning symbol F" in the upper C time-limited state, the game state transition control means 250 makes a setting related to the easy winning state (setting of the number of time-limited times), and shifts the game state to the upper A time-limited state. The upper C time-limited state is set not to end based on one stop display of the "winning symbol F". In other words, the upper C time-limited state is set to end based on the fact that the number of stop displays of the "winning symbol F" becomes a predetermined value of 2 or more.
[0179] (Other Modification Examples) For the above-described present embodiment and the above-described modification examples, some modifiable modification examples will be exemplified.
[0180] In the above-described present embodiment, the number of rounds of jackpot games (including those developed from small win games) has been described as 10 rounds and 7 rounds. However, other combinations may be used. For example, in the case of displaying a jackpot effect (round effect) that notifies whether a time-saving state is given or controlled to a non-time-saving state after a jackpot during a jackpot game, in order to prevent the development of the jackpot effect (round effect) from being revealed earlier by the round display lamp (the display unit indicating the maximum number of rounds of the ongoing jackpot) of the state display unit 70 whose description was omitted in the above embodiment, any jackpot game may be configured with one type of number of rounds, such as 10 rounds.
[0181] Also, in the above-described present embodiment, the end condition of the time-saving state is set such that the total number of fluctuations of the first special symbol and the second special symbol becomes 10,000 times. However, when the small win probability in the second special symbol and the winning probability of C time-saving are set to higher probabilities and the game state can change with fewer lottery draws, the number of times for the time-saving end condition may be set to a number that can be managed with 1-byte data, such as 255 times. In such a configuration, as the number of fluctuations of the special symbol that becomes the time-saving end condition, the number of fluctuations of the second special symbol, which is the main lottery symbol in the time-saving state, may be set to 255 times, and separate time-saving end conditions may be set, such as setting the number of fluctuations of the first special symbol to 8 times. Also, since the total number of fluctuations of the first special symbol and the second special symbol, which is the end condition of the time-saving state in the present embodiment, being 10,000 times is a design intended to substantially obtain the next small win or jackpot, instead of setting the end condition by the number of fluctuations of the special symbol as the time-saving end condition, the stop display of the symbol for executing the small win game or the jackpot game (in the case of a jackpot, one stop display, and in the case of a small win, multiple stop displays are also possible) may be used as the time-saving end condition.
[0182] In addition, in the above-described embodiment, for example, in the lower-level short-time state, as the end condition of the short-time state, multiple stop displays of a specific winning symbol were set, such as two or more stop displays of winning symbols A and B. However, when a symbol that does not end the short-time state by not setting the number information stops, the process of ending the short-time state may not be passed. When there is a symbol designed not to basically have a short-time state, such as winning symbol E in this embodiment, if an end condition based on a certain number of times is not provided, there is a risk of being exploited, such as not developing into a special game state (big win) with winning symbol E. Therefore, countermeasures such as making it difficult to distinguish the types of symbols (increasing the number of symbol display patterns corresponding to each symbol) are necessary.
[0183] The gaming machine of this embodiment is provided with a gaming area (gaming area 4) where the gaming medium moves, and is a gaming machine that launches the gaming medium into the gaming area according to the operation of the player, a predetermined area (second start port 49) provided in the gaming area, a movable member (normal accessory 54) capable of changing the ease of winning of the gaming medium into the predetermined area, and main control means (main control board 200) for controlling the progress of the game, The main control means has special lottery means (special symbol lottery means 230) for performing a lottery related to the execution of a special game (big win game, small win game) based on the winning of the gaming medium into the predetermined area, special game control means (special game execution means 260) for controlling the execution of the special game, and movable member control means (normal accessory control means 224) for controlling the movable member to operate between a first state where it is difficult for the gaming medium to win into the predetermined area and a second state where it is easy for the gaming medium to win into the predetermined area, and state control means (game state transition control means 250) for performing control related to the setting of a plurality of types of game states including a normal state where it is difficult for the movable member to enter the second state and a winning easy state where it is easy for the movable member to enter the second state. The result of the lottery includes a first result related to the execution of the special game and a second result not related to the execution of the special game. After the execution of the special game based on the first result obtained in the lottery by the state control means, or after a specific result which is a part of the second results is obtained in the lottery, the setting related to the easy-win state can be changed. As the easy-win state, a first easy-win state and a third easy-win state that can be set after the execution of the special game, and a second easy-win state and a fourth easy-win state that can be set when the specific result is obtained, are provided. When a first specific result among the specific results is obtained in the situation where the first easy-win state is set, it is possible to shift to the second easy-win state. When a second specific result among the specific results is obtained in the situation where the third easy-win state is set, it is possible to shift to the fourth easy-win state.
[0184] Four easy-win states are provided as the easy-win state. There are an easy-win state (the first easy-win state and the third easy-win state) that shifts after the execution of the special game, and an easy-win state (the second easy-win state and the fourth easy-win state) that shifts when a specific result is obtained in the lottery. Also, for the latter, when a first specific result among the specific results is obtained in the situation where the first easy-win state is set, it is possible to shift to the second easy-win state, and when a second specific result among the specific results is obtained in the situation where the third easy-win state is set, it is possible to shift to the fourth easy-win state. A plurality of easy-win states are provided and configured such that the states transition complexly among them. Thereby, the interest of the game can be enhanced.
[0185] Also, in the gaming machine of the present embodiment, When a predetermined result among the first results is obtained in the situation where the second easy-win state is set, after the execution of the special game related to the predetermined result, it is possible to shift to the third easy-win state.
[0186] The present invention is not limited to the above-described embodiments, and can be implemented with various modifications without departing from the gist thereof. For example, various controls and the like are not limited to those of the above-described embodiments. Further, within the scope of the invention, the present invention can be freely combined, or components can be modified or omitted.
Explanation of Reference Numerals
[0187] 4 Game area 49 Second start port (predetermined area) 54 Normal accessory (movable member) 200 Main control board (main control means) 224 Normal accessory control means (movable member control means) 230 Special symbol lottery means (special lottery means) 250 Game state transition control means (state control means) 260 Special game execution means (special game control means)
Claims
1. A gaming machine comprising a gaming area where gaming media moves, and configured to launch the gaming media into the gaming area in response to an operation by a player, a predetermined area provided in the gaming area, a movable member capable of changing the ease of winning of the gaming media into the predetermined area, main control means for controlling the progress of the game, and comprising: the main control means special lottery means for conducting a lottery related to the execution of a special game based on winning of the gaming media into the predetermined area, special game control means for controlling the execution of the special game, movable member control means for controlling the movable member to operate between a first state in which it is difficult for the gaming media to win into the predetermined area and a second state in which it is easy for the gaming media to win into the predetermined area, state control means for performing control related to the setting of a game state for a plurality of types of game states including a normal state in which the movable member is unlikely to enter the second state and a winning easy state in which the movable member is likely to enter the second state, the result of the lottery includes a first result related to the execution of the special game and a second result not related to the execution of the special game, the state control means can change the setting related to the winning easy state after the execution of the special game based on obtaining the first result in the lottery, or after obtaining a specific result which is a part of the second results in the lottery, as the winning easy state, a first winning easy state and a third winning easy state that can be set after the execution of the special game, and a second winning easy state and a fourth winning easy state that can be set when the specific result is obtained, are provided, when a first specific result among the specific results is obtained in a situation where the first winning easy state is set, it is possible to shift to the second winning easy state, when a second specific result among the specific results is obtained in a situation where the third winning easy state is set, it is possible to shift to the fourth winning easy state. A gaming machine.
2. When a predetermined result among the first results is obtained in a situation where the second winning easy state is set, after the execution of the special game related to the predetermined result, it is possible to shift to the third winning easy state. The gaming machine according to Claim 1.
Citation Information
Patent Citations
Game machine
JP2022124221A