Game machine

The gaming machine addresses monotony by executing variable games with different states and contents based on lotteries, enhancing player interest and engagement through dynamic outcomes.

JP2025103483APending Publication Date: 2025-07-09NEWGIN KK
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Patent Information

Application Number
JP2023220905
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-27
Publication Date
2025-07-09

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest by varying gaming states and games based on lottery results, leading to monotony and reduced engagement.

Method used

A gaming machine that executes variable games with different gaming states and variable contents based on the outcome of predetermined lotteries, allowing for distinct execution of first and second variable games with varying player advantages and production possibilities, even when in the same gaming state.

Benefits of technology

Enhances player interest by introducing dynamic game variations and rewards, increasing engagement and excitement through varied outcomes and effects.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025103483000001_ABST
    Figure 2025103483000001_ABST
Patent Text Reader

Abstract

To provide a game machine that can increase interest in a game.SOLUTION: Variable contents of a special game include a first variable content that can be determined when a particular winning or a big winning occurs, and a second variable content that can be determined when the special game that has been activated is a failure. The special game includes a first special game and a second special game. During a time-shortening state, performances that can be executed are different between cases where the first special game is executed and the second special game is executed. On the other hand, even during the time-shortening state, the same first performance can be executed between cases where the first special game is executed with the first variable content and where the second special game is executed with the first variable content. In addition, even during the time-shortening state, the same second performance can be executed between cases where the first special game is executed with the second variable content and the second special game is executed with the second variable content.SELECTED DRAWING: Figure 5
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Description

Technical Field

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

Background Art

[0002] Conventionally, there are pachinko gaming machines, which are a type of gaming machine, that can execute multiple types of variable games. Also, among such gaming machines, there are those that can be controlled to any one of multiple types of gaming states. For example, the pachinko gaming machine of Patent Document 1 has a low base state and a high base state as gaming states, and in each gaming state, a first special game and a second special game can be executed respectively as variable games.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in such gaming machines, in the relationship between multiple types of gaming states and multiple types of variable games, it is desired to improve the interest in the game by further elaborating on the executed effects.

Means for Solving the Problems

[0005] The gaming machine that solves the above problems is a gaming machine capable of executing a variable game in which symbols are varied based on the result of a predetermined lottery. The gaming machine includes a lottery means for conducting the lottery, a state control means for controlling the gaming state, a production execution means for executing a production, and a production control means for controlling the production execution means. The gaming state includes a first gaming state and a second gaming state. The degree of advantage for the player is different between the first gaming state and the second gaming state. The variable contents of the variable game include a first variable content and a second variable content. The first variable content is a variable content that can be determined when a favorable result is obtained in the lottery by the lottery means. The second variable content is a variable content that can be determined when an unfavorable result that is more unfavorable than the favorable result is obtained in the lottery by the lottery means. The variable game includes a first variable game and a second variable game. The first variable game is configured to be executed based on the result of a first lottery among the lotteries by the lottery means. The second variable game is configured to be executed based on the result of a second lottery among the lotteries by the lottery means. When the second gaming state is in effect, the productions executable by the production execution means are different when the first variable game is executed and when the second variable game is executed. Even when the second gaming state is in effect, the same first production can be executed by the production execution means when the first variable game is executed with the first variable content and when the second variable game is executed with the first variable content. Also, even when the second gaming state is in effect, the same second production can be executed by the production execution means when the first variable game is executed with the second variable content and when the second variable game is executed with the second variable content. This is the gist of the invention.

Effect of the Invention

[0006] According to the present invention, it is possible to enhance the interest in the game.

Brief Description of the Drawings

[0007]

Figure 1

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Figure 10

Embodiments for Carrying Out the Invention

[0008] Hereinafter, an embodiment of the pachinko machine will be described. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions when viewed from the player. As shown in FIG. 1, the pachinko gaming machine 10 as a gaming machine includes a firing handle HD that is operated by a player when firing a game ball. The pachinko gaming machine 10 includes a speaker SP that outputs sound. The speaker SP can execute various notifications (hereinafter referred to as voice notifications) and various effects (hereinafter referred to as voice effects) by outputting sounds such as music and sound effects. In the present embodiment, the speaker SP corresponds to effect execution means for executing effects. The pachinko gaming machine 10 includes a decorative lamp LA having a light emitter (not shown). The decorative lamp LA can execute various notifications (hereinafter referred to as light emission notifications) and various effects (hereinafter referred to as light emission effects) by lighting, blinking, and turning off the light emitter. In the present embodiment, the decorative lamp LA corresponds to effect execution means for executing effects.

[0009] The pachinko gaming machine 10 includes a game board YB. On the front side of the game board YB, a game area YBa through which game balls can flow down is formed. In the present embodiment, the game balls fired by operating the firing handle HD reach the game area YBa. The game board YB includes an opening window YBb at a substantially central portion when viewed from the front. A center frame W with various designs is assembled to the opening window YBb.

[0010] As shown in FIG. 2, the pachinko gaming machine 10 includes an effect display device 12 having an image display section GH capable of displaying an image. The effect display device 12 is assembled to the game board YB such that the image display section GH is visible through the opening window YBb (center frame W) of the game board YB when viewed from the front. For example, the image display section GH is a liquid crystal panel or an organic EL panel. The effect display device 12 can execute various notifications (hereinafter referred to as display notifications) and various effects (hereinafter referred to as display effects) by displaying various images. In the present embodiment, the effect display device 12 corresponds to effect execution means for executing effects.

[0011] The pachinko gaming machine 10 includes an information display device 13 capable of displaying predetermined information. The information display device 13 is provided at a position on the game board YB where the player can view it. The information display device 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a can execute a first special symbol variation game as a variation game that variably displays a predetermined symbol and finally stops and displays the first special symbol in a fixed state. The information display device 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b can execute a second special symbol variation game as a variation game that variably displays a predetermined symbol and finally stops and displays the second special symbol in a fixed state. The first special symbol and the second special symbol are symbols for notifying the result of a special winning lottery described later.

[0012] In the following description, the special winning lottery of the first special symbol is abbreviated as "first special winning lottery", and the special winning lottery of the second special symbol is abbreviated as "second special winning lottery". Also, the first special symbol variation game is abbreviated as "first special game", and the second special symbol variation game is abbreviated as "second special game". Further, the first special game and the second special game are collectively referred to as "special games". In this specification, "variable display" means a state in which the type of the displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly stopped and displayed, and the type of the displayed symbol does not change. For a symbol, "fixed stop display" and "derivation" have the same meaning.

[0013] ​In the first special symbol display section 13a and the second special symbol display section 13b, the special symbols that can be derived include a special winning symbol as a special winning result, a jackpot symbol as a jackpot result, and a losing symbol as a losing result. In the present embodiment, when winning a special win in the special win lottery, a special winning symbol is derived in the special game, and a special winning game occurs after the end of the special game. The special winning game will be described in detail later. Also, when winning a jackpot in the special win lottery, a jackpot symbol is derived in the special game, and a jackpot game occurs after the end of the special game. In the following description, the jackpot won in the special win lottery may be referred to as a "symbol win" in some cases, and the jackpot game awarded when winning a jackpot in the special win lottery may be referred to as a "jackpot game based on the symbol win" in some cases. The jackpot game will be described in detail later. On the other hand, when not winning either a special win or a jackpot in the special win lottery, a losing symbol is derived in the special game. In the present embodiment, the result of the special win lottery being a jackpot or a special win corresponds to a favorable result. Also, in the present embodiment, the result of the special win lottery not being either a jackpot or a special win, that is, being a loss, corresponds to an unfavorable result.

[0014] As described above, in the first special symbol display section 13a and the second special symbol display section 13b of the present embodiment, it is possible to execute a special game in which the special symbol is varied and stopped based on the result of the special win lottery.

[0015] The information display device 13 includes a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of times of the first special game whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. In the following description, the number of times of the first special game on hold is referred to as the "first special hold count". In the present embodiment, the maximum value of the first special hold count is "4". The information display device 13 includes a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of times of the second special game whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. In the following description, the number of times of the second special game on hold is referred to as the "second special hold count". In the present embodiment, the maximum value of the second special hold count is "4".

[0016] The information display device 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e is capable of executing a normal symbol variation game in which a predetermined symbol is variably displayed and finally the normal symbol is stopped and displayed in a determined state. The normal symbol is a symbol for notifying the result of a normal lottery described later. In the following description, the normal symbol variation game is abbreviated as the "normal game". The normal symbols that can be derived on the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In the present embodiment, when winning a normal win in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game occurs after the end of the normal game.

[0017] The information display device 13 includes a normal hold display unit 13f. The normal hold display unit 13f displays information that can identify the number of times of the normal game whose execution is on hold because the hold condition has been satisfied but the start condition has not been satisfied yet. In the following description, the number of times of the normal game on hold is referred to as the "normal hold count". In the present embodiment, the maximum value of the normal hold count is "1". Note that each display unit in the information display device 13 does not have to be provided on one display device and may be provided in different parts. Further, the information display device 13 may include a right hit display unit that displays information for instructing a so-called "right hit" and a round display unit that notifies the upper limit number of times of a round game described later.

[0018] On the game board YB, a plurality of winning holes into which game balls can enter are formed. The plurality of winning holes open into the game area YBa. The plurality of winning holes include a first start winning hole 14, a second start winning hole 15, a first big winning hole 18, and a second big winning hole 20. The plurality of winning holes may include winning holes different from these winning holes.

[0019] The first start winning hole 14 is a winning hole for entering a game ball to satisfy the condition for awarding prize balls and the condition for holding the first special game. As an example, the first start winning hole 14 is below the effect display device 12. The first start winning hole 14 is opened so that a game ball can always enter. The pachinko gaming machine 10 includes a first start winning sensor SE1 for detecting a game ball that has entered the first start winning hole 14 (see FIG. 4). Specifically, in the present embodiment, when a game ball is detected by the first start winning sensor SE1, the condition for awarding three game balls as prize balls is satisfied.

[0020] The second start winning hole 15 is a winning hole for entering a game ball to satisfy the condition for awarding prize balls and the condition for holding the second special game. As an example, the second start winning hole 15 is to the right of the effect display device 12. The pachinko gaming machine 10 includes a second start winning sensor SE2 for detecting a game ball that has entered the second start winning hole 15 (see FIG. 4). Specifically, in the present embodiment, when a game ball is detected by the second start winning sensor SE2, the condition for awarding one game ball as prize balls is satisfied.

[0021] The pachinko gaming machine 10 includes a normal movable piece 16 that can assume an open state in which the second start winning opening 15 is opened so that a game ball can enter, and a closed state in which the second start winning opening 15 is closed so that it is difficult for the game ball to enter as compared with the state where the game ball cannot enter or the open state. For example, the normal movable piece 16 may be a door-shaped member that opens and closes the second start winning opening 15. The normal movable piece 16 is always in the closed state and operates to the open state when a normal winning game occurs. That is, when a normal winning game occurs, the second start winning opening 15 can let a game ball enter. The game board YB includes a first solenoid SL1 as means for operating the normal movable piece 16 (see FIG. 4).

[0022] The first big winning opening 18 is a winning opening for letting a game ball enter in order to satisfy the awarding condition of prize balls. As an example, the first big winning opening 18 is located below the second start winning opening 15. The pachinko gaming machine 10 includes a first count sensor SE3 for detecting a game ball that has entered the first big winning opening 18 (see FIG. 4). Specifically, in the present embodiment, when a game ball is detected by the first count sensor SE3, the awarding condition of one game ball as a prize ball is satisfied.

[0023] The pachinko gaming machine 10 includes a first special opening and closing piece 19 that can assume an open state in which the first big winning opening 18 is opened so that a game ball can enter, and a closed state in which the first big winning opening 18 is closed so that it is difficult for the game ball to enter as compared with the state where the game ball cannot enter or the open state. For example, the first special opening and closing piece 19 may be a door-shaped member that opens and closes the first big winning opening 18. The first special opening and closing piece 19 is always in the closed state and operates to the open state when a special winning game occurs. That is, when a special winning game occurs, the first big winning opening 18 is opened so that a game ball can enter. The game board YB includes a second solenoid SL2 as means for operating the first special opening and closing piece 19 (see FIG. 4).

[0024] At the back of the first large winning opening 18, a passage 26 through which the game balls entering the first large winning opening 18 can pass is provided. The passage 26 is provided so as to branch into a first passage 26a and a second passage 26b at a branch portion 27 downstream of the first large winning opening 18.

[0025] At the branch portion 27, a sorting shutter 28 is provided which distributes the game balls entering the first large winning opening 18 to the first passage 26a or the second passage 26b by the operation of a fourth solenoid SL4 (see FIG. 4). The sorting shutter 28 operates so as to be able to take a first sorting state in which the game balls entering the first large winning opening 18 are sorted to the first passage 26a and a second sorting state in which they are sorted to the second passage 26b. The sorting shutter 28 operates in a predetermined operation pattern when predetermined operation conditions are satisfied.

[0026] The pachinko gaming machine 10 includes a specific passage sensor SE5 (see FIG. 4) that detects game balls passing through a specific region within the first passage 26a among the game balls entering the first large winning opening 18. The specific region is a so-called V region. Although it will be described in detail later, in the present embodiment, when the first large winning opening 18 is opened in a special winning game, the game balls entering the first large winning opening 18 pass through the specific region within the first passage 26a and are detected by the specific passage sensor SE5, and then a jackpot occurs and a jackpot game is generated. In the present embodiment, sorting the game balls entering the first large winning opening 18 to either the first passage 26a or the second passage 26b can also be regarded as a winning lottery of a device. In this case, the game balls entering the first large winning opening 18 being sorted to the first passage 26a corresponds to winning the jackpot in the winning lottery of the device. In the following description, the jackpot won in the winning lottery of the device may be referred to as a "device win", and the jackpot game given when winning the jackpot in the winning lottery of the device may be referred to as a "jackpot game based on the device win". That is, the pachinko gaming machine 10 in the present embodiment is a gaming machine (so-called "one type and two types mixed machine") capable of being given a jackpot game based on a symbol win and a jackpot game based on a device win.

[0027] The second largest winning opening 20 is a winning opening for letting game balls enter in order to satisfy the conditions for awarding prize balls. As an example, the second largest winning opening 20 is located below the first largest winning opening 18. The pachinko gaming machine 10 includes a second count sensor SE4 that detects game balls that have entered the second largest winning opening 20 (see FIG. 4). Specifically, in the present embodiment, when a game ball is detected by the second count sensor SE4, the condition for awarding 15 game balls as prize balls is satisfied.

[0028] The pachinko gaming machine 10 includes a second special opening / closing piece 21 that can take an open state in which the second largest winning opening 20 is opened so that game balls can enter, and a closed state in which the second largest winning opening 20 is closed so that it is difficult for game balls to enter compared to the open state or when the game balls cannot enter. For example, the second special opening / closing piece 21 may be a door-like member that opens and closes the second largest winning opening 20. The second special opening / closing piece 21 is always in the closed state and operates to the open state when a big win game occurs. That is, when a big win game occurs, the second largest winning opening 20 is opened so that game balls can enter. The game board YB includes a third solenoid SL3 as means for operating the second special opening / closing piece 21 (see FIG. 4). In the present embodiment, in the big win game, the second largest winning opening 20 is opened, and when a game ball that has entered the second largest winning opening 20 is detected by the second count sensor SE4, the condition for awarding prize balls is satisfied. That is, in the present embodiment, in the big win game, it is possible to obtain game balls as prize balls.

[0029] The game board YB includes a gate 23. As an example, the gate 23 is located above the second start winning opening 15. A gate opening 23a is formed in the gate 23. The gate opening 23a is always opened so that game balls can enter. The pachinko gaming machine 10 includes a gate sensor SE6 that detects game balls that have entered the gate opening 23a (see FIG. 4). The gate opening 23a is a winning opening for letting game balls enter in order to satisfy the start conditions of a normal game. Even if a game ball enters the gate opening 23a, the condition for awarding prize balls is not satisfied.

[0030] Next, in this embodiment, the path along which the game ball flows down will be described. The pachinko game machine 10 configured as described above has a plurality of paths according to the firing intensity of the game ball as the path along which the game ball flows down in the game area YBa. The path along which the game ball flows down can also be grasped as the area where the game ball flows down. Among the plurality of paths, there are a first path R1 that flows down the left side of the center frame W (the effect display device 12), and a second path R2 that flows down the right side of the center frame W (the effect display device 12). The first path R1 and the second path R2 may partially overlap or may not entirely overlap. In the following description, when the game board YB is viewed from the front, the area located on the left side of the center line CL that bisects the game area YBa left and right is shown as the left area R1a, and the area located on the right side of the center line CL is shown as the right area R2a. That is, in this embodiment, the path that flows down the left area R1a is the first path R1, and the path that flows down the right area R2a is the second path R2.

[0031] The player can distribute the game balls to the left area R1a and the right area R2a by operating the firing handle HD to adjust the firing intensity of the game ball. On the first path R1 (left area R1a), the first start winning opening 14 is open. For this reason, when the firing intensity is adjusted to be weak and the game ball is fired, the game ball is likely to flow down the left area R1a and may enter the first start winning opening 14. On the second path R2 (right area R2a), in order from upstream, the gate opening 23a, the second start winning opening 15, the first big winning opening 18, and the second big winning opening 20 are open. For this reason, when the firing intensity is adjusted to be strong and the game ball is fired, the game ball is likely to flow down the right area R2a and may enter the second start winning opening 15, the first big winning opening 18, the second big winning opening 20, or the gate opening 23a.

[0032] In the following description, firing the game ball toward the left area R1a by firing the game ball at a firing intensity at which the game ball easily flows down on the first path R1 may be referred to as "left hitting". Also, firing the game ball at a firing intensity at which the game ball easily flows down on the second path R2 may be referred to as "right hitting".

[0033] Next, the gaming state of the pachinko machine 10 will be described. The pachinko machine 10 includes a non-time-saving state and a time-saving state as gaming states with different average fluctuation times of special games. The time-saving state of the present embodiment is a state in which the average fluctuation time of special games is shorter than that of the non-time-saving state. Also, in the present embodiment, the time-saving state is a state in which the probability of a game ball entering the second start winning opening 15 is higher than that of the non-time-saving state. In other words, in the present embodiment, the time-saving state is a state in which the ball entry rate of game balls into the second start winning opening 15 is improved compared to the non-time-saving state. That is, in the present embodiment, the time-saving state is a gaming state advantageous to the player in that the ball entry rate of game balls into the second start winning opening 15 is improved compared to the non-time-saving state. In other words, in the present embodiment, the degrees of advantage for the player are different between the non-time-saving state and the time-saving state. In the present embodiment, the non-time-saving state corresponds to the first gaming state, and the time-saving state corresponds to the second gaming state.

[0034] For example, the ball entry rate of game balls into the second start winning opening 15 can be improved by performing arbitrarily selected one of the following three controls or by combining a plurality of controls. The first control is a control for shortening the variation time of the normal symbol by shortening the variation time of the normal game. The second control is a control for varying the probability of winning a normal win (normal win probability) in the normal lottery to a high probability for the normal symbol. The third control is a control for extending the total operation time during which the normal movable piece 16 operates in the open state in one normal win game. The operation time extension control may be at least one of a control for increasing the number of operations during which the normal movable piece 16 operates in the open state in one normal win game and a control for lengthening the operation time for one operation when the normal movable piece 16 operates in the open state in the normal win game.

[0035] In particular, in this embodiment, the operating time during which the normal movable piece 16 operates to the open state in one normal winning game in the non-time-saving state is short enough that the game ball cannot actually enter the second start winning hole 15. Therefore, in this embodiment, in the non-time-saving state, it is more advantageous for the player to shoot the game ball to the left area R1a than to shoot the game ball to the right area R2a. In other words, the non-time-saving state can be said to be a game state in which hitting from the left is recommended.

[0036] On the other hand, in this embodiment, the operating time during which the normal movable piece 16 operates to the open state in one normal winning game in the time-saving state is long enough for the game ball to enter the second start winning hole 15. Therefore, in this embodiment, in the time-saving state, it is more advantageous for the player to shoot the game ball to the right area R2a than to the left area R1a. In other words, the time-saving state can be said to be a game state in which right-handed shots are recommended.

[0037] Here, the control conditions when the time-saving state is controlled will be described. In the pachinko game machine 10 of this embodiment, there is a case where the time-saving state is controlled after the end of the jackpot game. In other words, in this embodiment, the control condition for controlling the time-saving state includes a jackpot control condition that can be established by the end of the jackpot game.

[0038] Next, the termination conditions when the time-saving state ends will be described. In the pachinko game machine 10 of this embodiment, the time-saving state may end when a jackpot game is started. In other words, the end condition for ending the time-saving state includes a jackpot end condition that is established when a jackpot game is started.

[0039] In the pachinko game machine 10 of this embodiment, the time-saving state may end when a special winning game is started. In other words, the end condition for ending the time-saving state includes a special winning end condition that is established when a special winning game is started.

[0040] In the pachinko gaming machine 10 of the present embodiment, the time-saving state may end when a special game with a predetermined upper limit number of executions as the number of operations is executed after being controlled to the time-saving state. In other words, in the present embodiment, among the end conditions for the time-saving state to end, there is a number-of-operations end condition that is satisfied when a special game with a predetermined number of operations is executed after being controlled to the time-saving state. In the present embodiment, the number of operations when being controlled to the time-saving state is 100 times.

[0041] Next, the special winning game in the pachinko gaming machine 10 of the present embodiment will be described. The special winning game starts after the end of a special game in which a special symbol is derived. In the special winning game, first, a predetermined effect is performed over a predetermined opening time. For example, the predetermined effect is an opening effect indicating the start of the special winning game. In the special winning game, after the elapse of the opening time, a round game for opening the first large winning opening 18 is performed. That is, in the present embodiment, when winning a special win in a special lottery, a special winning game in which the first large winning opening 18 is opened after deriving a special symbol in the special game occurs. Then, in the special winning game, the first large winning opening 18 is closed when a ball-in condition in which a predetermined upper limit number of game balls enter or a time-elapse condition in which a predetermined upper limit time elapses is satisfied. That is, in the present embodiment, the first special opening / closing piece 19 operates in an open state during the special winning game and operates in a closed state when the ball-in condition or the time-elapse condition is satisfied. Also, in the present embodiment, a predetermined effect is performed during the round game. For example, the predetermined effect is a round effect indicating that the round game for opening the first large winning opening 18 is being executed. After that, in the special winning game, a predetermined effect is performed over a predetermined ending time. For example, the predetermined effect is an ending effect indicating the end of the special winning game. Then, the special winning game ends as the ending time elapses.

[0042] Next, the jackpot game in this embodiment will be described. In the following description, when simply referring to a "jackpot game", it is intended to include both a "jackpot game based on a symbol hit" and a "jackpot game based on a bonus hit".

[0043] In the jackpot game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the second large prize winning hole 20 is opened is performed up to a predetermined upper limit number of times. One round game ends when a first round end condition is met in which a predetermined upper limit number of game balls (10 in this embodiment) enter the hole, or a second round end condition is met in which a predetermined upper limit time has elapsed. In the round game, the second large prize winning hole 20 is opened to a predetermined open state. Specifically, in this embodiment, the second large prize winning hole 20 is opened at the start of the round game and closed at the end of the round game. That is, in this embodiment, the second special opening / closing piece 21 operates to an open state at the start of the round game and operates to a closed state at the end of the round game. In this embodiment, a predetermined performance is performed during the round game. For example, the predetermined effect is a round effect indicating that a round game in which the second large winning port 20 is opened is being played. When the final round game ends, in the jackpot game, the predetermined effect is played for a predetermined ending time. For example, the predetermined effect is an ending effect indicating the end of the jackpot game. Then, the jackpot game ends as the ending time passes.

[0044] Next, the types of wins (big wins and special wins) in this embodiment will be explained. As shown in FIG. 3(a), the pachinko game machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are each determined to correspond to a type of jackpot game. The types of jackpot symbols can also be understood as types of jackpots.

[0045] In this embodiment, the jackpot symbols of the special symbols are classified into three groups of symbol ZA, symbol ZB, and symbol ZC at a predetermined ratio. Specifically, in this embodiment, among the 100 jackpot symbols of the first special symbol, 50 jackpot symbols are classified into symbol ZA and 50 jackpot symbols are classified into symbol ZB, respectively. Also, in this embodiment, all 100 jackpot symbols of the second special symbol are classified into symbol ZC.

[0046] In the following description, the jackpot based on the jackpot symbol classified into symbol ZA is referred to as "jackpot ZA", the jackpot based on the jackpot symbol classified into symbol ZB is referred to as "jackpot ZB", and the jackpot based on the jackpot symbol classified into symbol ZC is referred to as "jackpot ZC". Also, in the following description, the jackpot games based on each of the jackpots ZA to ZC are referred to as "jackpot game ZA", "jackpot game ZB", and "jackpot game ZC", respectively.

[0047] In this embodiment, in each of the jackpot games ZA and ZB, the upper limit number of rounds of the round game is set to 3 times. Also, in the jackpot game ZC, the upper limit number of rounds of the round game is set to 10 times. In this embodiment, in each of the jackpot games ZA to ZC, the upper limit time of each round game is set to 25 seconds.

[0048] In this embodiment, after the jackpot game based on the symbol hit, it may be controlled to the time shortening state. For example, after the end of each of the jackpot games ZB and ZC, it is controlled to the time shortening state, and the number of operations of the time shortening state is set to 100 times. On the other hand, when winning the jackpot ZA, after the end of the jackpot game ZA, it is controlled to the non-time shortening state.

[0049] As shown in FIG. 3(b), the pachinko gaming machine 10 of this embodiment includes a plurality of types of special winning symbols as the special winning symbols of the special symbols. Each of the plurality of types of special winning symbols is defined as the type of the special winning game. The type of the special winning symbol can also be understood as the type of the special win.

[0050] In this embodiment, the special winning symbols of the special symbols are classified into three groups of symbol Za, symbol Zb, and symbol Zc at a predetermined ratio. Specifically, in this embodiment, among the 100 types of special winning symbols of the second special symbol, 10 types of special winning symbols are classified as symbol Za, 50 types of special winning symbols are classified as symbol Zb, and 40 types of special winning symbols are classified as symbol Zc, respectively. In addition, in this embodiment, the first special symbol does not include a special winning symbol. That is, in this embodiment, no special winning symbol is derived in the first special game.

[0051] In the following description, the special win based on the special winning symbol classified as symbol Za is referred to as "special win Za". Similarly, the special win based on the special winning symbol classified as symbol Zb is referred to as "special win Zb", and the special win based on the special winning symbol classified as symbol Zc is referred to as "special win Zc". In addition, in the following description, the special win games based on each of the special wins Za to Zc are referred to as "special win game Za", "special win game Zb", and "special win game Zc", respectively.

[0052] In the special win game of this embodiment, the first special opening and closing piece 19 operates in a predetermined operation pattern. Specifically, in each of the special win games Za to Zc, the first special opening and closing piece 19 operates in an operation pattern in which a game ball can enter the first large winning opening 18.

[0053] In addition, in the special win game of this embodiment, the distribution shutter 28 operates in a certain operation pattern. In this operation pattern, the distribution shutter 28 operates in a first distribution state in which the game ball that has entered the first large winning opening 18 is distributed to the first passage 26a and a second distribution state in which the game ball that has entered the first large winning opening 18 is distributed to the second passage 26b.

[0054] In this embodiment, in the special winning game, when the game ball passes through a specific area in the first passage 26a and is detected by the specific passage sensor SE5, it is a big win, and a big win game is triggered after the end of the special winning game. In the following description, in the special winning game, the game ball passing through the specific area in the first passage 26a and being detected by the specific passage sensor SE5 is referred to as the "specific condition".

[0055] As described above, in this embodiment, in each of the special winning games Za to Zc of the special winning game, the first special opening and closing piece 19 is operated in an operation pattern in which the game ball can enter the first big winning opening 18, and the distribution shutter 28 is operated in an operation pattern in which the game ball entering the first big winning opening 18 can pass through the first passage 26a. Therefore, in this embodiment, in each of the special winning games Za to Zc of the special winning game, the specific condition can be satisfied and the big win game can be triggered. In particular, in this embodiment, in each of the special winning games Za to Zc of the special winning game, if the game ball is hit to the right during the special winning game, the first special opening and closing piece 19 and the distribution shutter 28 are operated in an operation pattern in which the game ball enters the first big winning opening 18 and passes through the first passage 26a with extremely high probability. That is, in this embodiment, in each of the special winning games Za to Zc of the special winning game, if the game ball is hit to the right during the special winning game, the specific condition is satisfied with extremely high probability and the big win game is triggered.

[0056] In the following description, the big win games triggered when the specific condition is satisfied in each of the special winning games Za to Zc of the special winning game are referred to as "big win game Za", "big win game Zb", and "big win game Zc", respectively.

[0057] In this embodiment, in each jackpot game of jackpot games Za and Zb, the upper limit number of rounds of the round game is set to 2 times. That is, in this embodiment, when a jackpot game occurs triggered by the establishment of specific conditions in each special jackpot game of special jackpot games Za and Zb, the large winning opening is opened for a total of 3 times, combining one round game in the special jackpot game and two round games in the jackpot game. Also, in jackpot game Zc, the upper limit number of rounds of the round game is set to 9 times. That is, in this embodiment, when a jackpot game occurs triggered by the establishment of specific conditions in special jackpot game Zc, the large winning opening is opened for a total of 10 times, combining one round game in the special jackpot game and nine round games in the jackpot game.

[0058] In this embodiment, in each jackpot game of jackpot games Za to Zc, the upper limit time of each round game is set to 25 seconds. Also, in this embodiment, in each jackpot game of jackpot games Za to Zc, the upper limit number of game balls that can be entered in each round game is set to 10. Therefore, in this embodiment, in each jackpot game of jackpot games Za and Zb and jackpot game Zc, the number of game balls that can be obtained in one jackpot game is different. Here, the "obtained" is not limited to the player actually obtaining game balls when the game balls are paid out outside the machine. For example, it is also intended to include cases where the number of balls held by the player stored as data in a pachinko gaming machine 10 or an external device separate from the pachinko gaming machine 10 is updated (added).

[0059] Also, in this embodiment, after the end of the jackpot game based on the accessory hit, it may be controlled to the time-saving state. For example, after the end of each jackpot game of jackpot games Zb and Zc, it is controlled to the time-saving state, and the number of operating times of the time-saving state is set to 100 times. On the other hand, after the end of jackpot game Za, it is controlled to the non-time-saving state.

[0060] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the effect display device 12 is capable of executing an effect symbol variation game in which a plurality of columns of effect symbols are variably displayed and finally a combination of effect symbols is derived. In the following description, the effect symbol variation game is abbreviated as the "effect game". Also, in the following description, the special game and the effect game may be collectively referred to as the "variation game". The effect symbol is a symbol (decorative symbol) with decorations such as characters and patterns, and is for diversifying the display effect. In this embodiment, the effect game is performed by variably displaying (scrolling display) the symbol columns of the first column, the second column, and the third column in predetermined directions respectively.

[0061] The effect game starts with the start of the special game and ends with the end of the special game. Also, in the effect game, a reach effect may be executed. The reach effect is an effect executed in a state where the same effect symbol is temporarily stopped and displayed (hereinafter referred to as "once stopped and displayed") in a plurality of specific symbol columns, and the effect symbols are continuously variably displayed in other symbol columns. In the following description, a state where the same effect symbol is once stopped and displayed in a specific symbol column and the effect symbols are continuously variably displayed in other symbol columns is referred to as the "reach state". Also, in the following description, a state where the effect symbols in at least some of the symbol columns are variably displayed and which is not the reach state is referred to as the "non-reach state". In this embodiment, the specific symbol columns are the first column and the third column.

[0062] Specifically, in the effect game, after the effect symbols are temporarily stopped and displayed (hereinafter referred to as "once stopped and displayed") in each symbol column of the first to third columns, the effect symbols that are once stopped and displayed in each symbol column are definitely stopped and displayed, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols corresponding to the special symbols derived in the special game is derived. Specifically, when a jackpot symbol (jackpot result) is derived in the special game, a jackpot symbol combination by the effect symbols is derived in the effect game. Also, when a losing symbol (losing result) is derived in the special game, a losing symbol combination by the effect symbols is derived in the effect game. The losing symbol combinations include a losing reach symbol combination in which the effect symbols of a specific symbol column are the same effect symbols, and a normal losing symbol combination in which the effect symbols of a specific symbol column are different effect symbols.

[0063] Next, the electrical configuration of the pachinko machine 10 will be described. As shown in FIG. 4, the pachinko machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs a control signal such as a control command, which is an example of control information, according to the result of the process. The pachinko machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output unidirectionally from the main control board 40 to the sub-control board 50. The sub-control board 50 executes a predetermined process based on the control signal input from the main control board 40.

[0064] The main control board 40 will be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as "main control CPU 41a") and a storage unit (memory). The main control CPU 41a executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as "main control ROM 41b") in which information can be read but writing is not possible, and a RAM area (hereinafter referred to as "main control RAM 41c") in which information can be read and written.

[0065] The main control ROM 41b stores determination values, tables, etc. used for various determinations and lotteries. The main control ROM 41b stores a plurality of types of variation patterns. The variation pattern is variation information that can specify the content of the variation game. In particular, in the present embodiment, the variation pattern is information that can specify the variation time from the start to the end of the special game. The variation pattern may be information that can specify the content of the effects performed during the execution of the special game.

[0066] The main control RAM 41c stores various types of information that can be rewritten according to the results of processing by the main control CPU 41a. In the present embodiment, the main control RAM 41c corresponds to storage means for storing various types of information related to the game. For example, the information stored in the main control RAM 41c includes flags, counters, and timers. The microprocessor 41 includes a random number circuit (not shown) that generates hardware random numbers. The microprocessor 41 may be able to generate software random numbers by random number generation processing by the main control CPU 41a. Note that the main control CPU 41a, the main control ROM 41b, and the main control RAM 41c are not limited to being configured as one chip as the microprocessor 41, and may be configured separately.

[0067] The main control CPU 41a is connected to the first start winning sensor SE1, the second start winning sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific passage sensor SE5, and the gate sensor SE6. The main control CPU 41a is configured to be able to input detection signals output when each sensor detects a game ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to be able to control the display content of the information display device 13.

[0068] The main control CPU 41a is connected to the first solenoid SL1, the second solenoid SL2, the third solenoid SL3, and the fourth solenoid SL4. The main control CPU 41a is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU 41a is configured to be able to control the operation of the first special opening / closing piece 19 by controlling the second solenoid SL2. The main control CPU 41a is configured to be able to control the operation of the second special opening / closing piece 21 by controlling the third solenoid SL3. The main control CPU 41a is configured to be able to control the operation of the distribution shutter 28 by controlling the fourth solenoid SL4.

[0069] Next, the sub-control board 50 will be described in detail. The sub-control board 50 includes a sub-control CPU 50a, a sub-control ROM 50b, and a sub-control RAM 50c. The sub-control CPU 50a performs various processes related to the presentation by executing a program for sub-control. The sub-control ROM 50b stores a sub-control program, determination values used for a predetermined lottery, and the like. The sub-control ROM 50b stores display presentation data used for display presentation, light emission presentation data used for light emission presentation, voice presentation data used for voice presentation, and movable body presentation data used for movable body presentation.

[0070] The sub-control RAM 50c stores various pieces of information that can be rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-control RAM 50c includes flags, counters, and timers. In the present embodiment, the sub-control board 50 is also configured to be able to generate software random numbers by a random number generation process performed by the sub-control CPU 50a. Note that the sub-control board 50 may include a random number generation circuit and be able to generate hardware random numbers.

[0071] The sub-control CPU 50a is connected to the effect display device 12. The sub-control CPU 50a is configured to be able to control the display content of the effect display device 12. The sub-control CPU 50a is connected to the decorative lamp LA. The sub-control CPU 50a is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control CPU 50a is connected to the speaker SP. The sub-control CPU 50a is configured to be able to control the output mode of the speaker SP. In the present embodiment, the sub-control CPU 50a functions as effect control means for controlling effect execution means. In the following description, the effect display device 12, the decorative lamp LA, and the speaker SP may be collectively referred to as the "effect device group".

[0072] The pachinko gaming machine 10 of the present embodiment is equipped with a backup function that can hold predetermined information by the power supplied from a backup power source (not shown) when the power supply from an external power source is stopped.

[0073] In the present embodiment, the information subject to the backup function includes various information stored in the main control RAM 41c. Specifically, in the present embodiment, the information subject to the backup function includes information related to special games, information related to winning games, information related to the game state, information related to the payout of bonus balls, and the like. Information related to special games is, for example, information that can identify the number of special holds, various random number information, information that can identify the lottery result of a winning lottery, information that can identify the variation pattern of a special game, information that can identify a special symbol derived in a special game, information that can identify the time elapsed since the start of a special game, and the like. Information related to winning games is information that can identify the progress of a winning game. Information related to the game state is information that can identify the current game state, information that can identify the remaining number of times a high ball entry rate state is given, and the like. Information related to the payout of bonus balls is information that can identify the number of un-paid bonus balls.

[0074] On the other hand, in the present embodiment, the information subject to the backup function does not include various types of information stored in the sub-control RAM 50c. Therefore, the information stored in the sub-control RAM 50c is erased when the power supply from the external power source stops.

[0075] Further, the pachinko gaming machine 10 of the present embodiment includes a RAM clear switch (not shown) capable of initializing the stored content of the main control RAM 41c. The main control CPU 41a is connected to the RAM clear switch via a RAM clear switch circuit. The main control CPU 41a is configured to be able to input an operation signal output when the RAM clear switch is operated (pressed).

[0076] In the present embodiment, the RAM clear switch is disposed on the back side of the gaming machine. Therefore, in the present embodiment, the RAM clear switch cannot be operated without unlocking a locking device (not shown). Therefore, in principle, it can be said that the RAM clear switch is a means that can be operated only by an administrator who holds the key to the locking device. Note that the RAM clear switch may be provided separately from the main control board 40 or may be provided on the main control board 40.

[0077] Next, various processes performed by the main control CPU 41a will be described. First, the power-on process executed by the main control CPU 41a at the time of power-on will be described. In the power-on process, the main control CPU 41a determines whether the RAM clear switch has been operated based on whether an operation signal is received from the RAM clear switch.

[0078] When the RAM clear switch is operated, the main control CPU41a performs a RAM clear process. In the RAM clear process, the main control CPU41a erases (initializes) the contents stored in the main control RAM41c. That is, the main control CPU41a can execute an erase control to erase the contents stored in the main control RAM41c when the power supply to the pachinko gaming machine 10 is started. Next, the main control CPU41a controls the special game to be executable based on the information initialized by the RAM clear process. After that, the main control CPU41a ends the RAM clear process and ends the power-on process.

[0079] On the other hand, when the RAM clear switch is not operated, the main control CPU 41a performs an abnormality determination as to whether or not there is a backup abnormality, that is, whether or not there is an abnormality in the contents stored in the main control RAM 41c. If there is a backup abnormality, the main control CPU 41a performs the RAM clear process in the same manner as when the RAM clear switch is operated.

[0080] If the backup abnormality is not detected, the main control CPU41a performs a main control return process. In the main control return process, the main control CPU41a controls the special game to be executable based on various information stored (backed up) in the main control RAM41c. After that, the main control CPU41a ends the main control return process and ends the power-on process.

[0081] In addition, the main control CPU 41a generates a RAM clear processing start command in response to the start of the RAM clear processing and outputs it to the sub-control CPU 50a. Furthermore, the main control CPU 41a generates a return processing start command in response to the start of the main control return processing and outputs it to the sub-control CPU 50a.

[0082] Next, various processes performed by the main control CPU 41a as timer interrupt processes performed every predetermined control period (for example, 4 ms) will be described. The main control CPU 41a executes various processes such as special symbol input process and special symbol start process as timer interrupt processes based on the main control program.

[0083] First, the special symbol input process will be described. In the special symbol input process, the main control CPU 41a determines whether a game ball has won a prize at the first start winning opening 14 based on whether a detection signal is input from the first start winning sensor SE1. When the game ball wins a prize at the first start winning opening 14, the main control CPU 41a determines whether the first special hold number stored in the main control RAM 41c is less than the upper limit number (4 in this embodiment). When the first special hold number is less than the upper limit number, the main control CPU 41a adds 1 to the first special hold number and updates it. Subsequently, the main control CPU 41a controls the first special hold display unit 13c to display information that can identify the updated first special hold number. In this way, the hold condition for the first special game is established when the first special hold number is less than the upper limit number and the game ball is detected by the first start winning sensor SE1. At this time, the main control CPU 41a generates information (hereinafter referred to as the first hold number command) that can identify the updated first special hold number and sets it in the output buffer. In this embodiment, the information (control command) set in the output buffer is output to the sub-control board 50 in a predetermined output process.

[0084] Next, the main control CPU 41a acquires a random number generated within the main control board 40 and stores random number information based on the acquired random number in the main control RAM 41c. For example, the random numbers are special winning random numbers used for special winning lotteries, special symbol random numbers used for determining special symbols, and variable pattern random numbers used for determining variable patterns. The main control CPU 41a stores the random number information so that it can be identified that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself or information obtained by processing the random number by a predetermined method. By storing the random number information used for the first special game in the main control RAM 41c, the pachinko gaming machine 10 of this embodiment can hold the execution of the first special game until the start condition of the first special game is satisfied.

[0085] In addition, the main control CPU 41a executes a first pre-reading process based on the various random numbers for the first special game that have been acquired. In the first pre-reading process, the main control CPU 41a pre-determines the variation content of the first special game. As an example, the main control CPU 41a specifies whether the value of the acquired winning random number is a value that wins in a special winning lottery described later. In the first pre-reading process, the main control CPU 41a may specify which winning symbol the value of the special symbol random number is a value that wins for. In the first pre-reading process, the main control CPU 41a may specify which variation pattern the value of the variation pattern random number is a value that wins for. The main control CPU 41a transmits control information (hereinafter referred to as the first pre-reading command) that can specify the pre-determined variation content of the first special game to the sub-control board 50.

[0086] When the random number information for the first special game is stored in the main control RAM 41c, when no game ball has won in the first start winning opening 14, and when the first special hold count is not less than the upper limit number, the main control CPU 41a determines whether a game ball has won in the second start winning opening 15 based on whether a detection signal is input from the second start winning sensor SE2. When a game ball has won in the second start winning opening 15, the main control CPU 41a determines whether the second special hold count stored in the main control RAM 41c is less than the upper limit number (4 in this embodiment). When the second special hold count is less than the upper limit number, the main control CPU 41a adds 1 to the second special hold count and updates it. At this time, the main control CPU 41a controls the second special hold display unit 13d to display information that can specify the updated second special hold count. In this way, the hold condition for the second special game is established when the second special hold count is less than the upper limit number and a game ball is detected by the second start winning sensor SE2. Also, at this time, the main control CPU 41a generates information (hereinafter referred to as the second hold count command) that can specify the updated second special hold count and sets it in the output buffer.

[0087] Next, the main control CPU 41a acquires the random numbers generated within the main control board 40, and stores the random number information based on the acquired random numbers in the main control RAM 41c. The main control CPU 41a stores the random number information so that it can be specified that the random number information is for the second special game and the storage order of the random number information. The pachinko gaming machine 10 of the present embodiment can hold the execution of the second special game until the start condition of the second special game is satisfied by storing the random number information for the second special game in the main control RAM 41c.

[0088] Also, the main control CPU 41a executes a second look-ahead process based on the various random numbers for the second special game that have been acquired. In the second look-ahead process, the main control CPU 41a pre-determines the variation content of the second special game. As an example, the main control CPU 41a specifies whether the value of the acquired winning random number is a value that wins in a special winning lottery described later. In the second look-ahead process, the main control CPU 41a may specify which winning symbol the value of the special symbol random number is a value that wins for. In the second look-ahead process, the main control CPU 41a may specify which variation pattern the value of the variation pattern random number is a value that wins for. The main control CPU 41a transmits control information (hereinafter referred to as a second look-ahead command) that can specify the variation content of the second special game pre-determined to the sub-control board 50.

[0089] Next, the special symbol start process will be described. In the special symbol start process, the main control CPU 41a determines whether the start condition of the special game is satisfied. The main control CPU 41a makes an affirmative determination when it is not during a winning game and not during the execution of a special game, while making a negative determination when it is during a winning game or during the execution of a special game. If the start condition of the special game is not satisfied, the main control CPU 41a ends the special symbol start process. If the start condition of the special game is satisfied, the main control CPU 41a determines whether the second special reservation number stored in the main control RAM 41c is "1" or more. If the second special reservation number is "1" or more, the main control CPU 41a performs a process to execute the second special game. On the other hand, if the second special reservation number is not "1" or more, the main control CPU 41a determines whether the first special reservation number stored in the main control RAM 41c is "1" or more. If the first special reservation number is "1" or more, the main control CPU 41a performs a process to execute the first special game.

[0090] On the other hand, if the first special reservation number is not "1" or more, the main control CPU 41a determines whether an output completed flag is set in a predetermined storage area in the main control RAM 41c. The output completed flag is information that can identify that a standby state command that can identify that it is in a standby state has been output. The standby state is a state when no special game is being executed, no jackpot game is being awarded, and no special game is reserved. If the output completed flag is not set, the main control CPU 41a generates a standby state command and outputs it to the sub-control CPU 50a, and sets the output completed flag in the main control RAM 41c. Then, the main control CPU 41a ends the special symbol start process. On the other hand, if the output completed flag is set, the main control CPU 41a ends the special symbol start process without newly generating a standby state command. In the following description, the period that is not in the standby state is referred to as the "game period". In other words, in the present embodiment, the game period is a period during which a special game is being executed or a jackpot game is being executed.

[0091] When the first special reserved number or the second special reserved number is "1" or more, in the process of causing each special game to be executed, the main control CPU 41a first subtracts "1" from the special reserved number stored in the main control RAM 41c and updates it. Specifically, when the main control CPU 41a causes the first special game to be executed, it subtracts "1" from the first special reserved number and updates it, and controls the first special reserved display unit 13c so that the updated first special reserved number is displayed. At this time, the main control CPU 41a generates a first reserved number command indicating the updated first special reserved number and sets it in the output buffer. Similarly, when the main control CPU 41a causes the second special game to be executed, it subtracts "1" from the second special reserved number and updates it, and controls the second special reserved display unit 13d so that the updated second special reserved number is displayed. At this time, the main control CPU 41a generates a second reserved number command indicating the updated second special reserved number and sets it in the output buffer.

[0092] Next, the main control CPU 41a acquires, from the main control RAM 41c, the random number information that was stored first among the random number information for the special game. Subsequently, the main control CPU 41a performs a special winning lottery using the special winning random number specified from the acquired random number information. That is, in the present embodiment, the main control CPU 41a corresponds to a special lottery means that performs a special winning lottery as a special lottery. Specifically, when the main control CPU 41a causes the first special game to be executed, it acquires, from the main control RAM 41c, the random number information that was stored first among the random number information for the first special game, and performs a first special winning lottery using the special winning random number specified from the acquired random number information. Similarly, when the main control CPU 41a causes the second special game to be executed, it acquires, from the main control RAM 41c, the random number information that was stored first among the random number information for the second special game, and performs a second special winning lottery using the special winning random number specified from the acquired random number information. Thus, in the present embodiment, by the main control CPU 41a performing the special winning lottery, the function as a lottery means for performing the lottery is realized.

[0093] Here, the main control CPU 41a determines whether to win the jackpot by determining whether the value of the special winning random number matches the jackpot determination value stored in the main control ROM 41b. When the value of the special winning random number matches the jackpot determination value, the main control CPU 41a performs jackpot variation processing. In the jackpot variation processing, the main control CPU 41a determines a specific special symbol from among the special symbols classified as jackpot symbols by performing a determination lottery of the special symbol based on the value of the special symbol random number specified from the acquired random number information. This determined special symbol becomes the confirmed stop symbol derived in the special game.

[0094] On the other hand, when the value of the special winning random number does not match the jackpot determination value, the main control CPU 41a determines whether to win the special jackpot by determining whether the value of the special winning random number matches the special jackpot determination value stored in the main control ROM 41b.

[0095] At this time, the main control CPU 41a determines whether to win the special jackpot using different special jackpot determination values in the first special jackpot lottery and the second special jackpot lottery. Therefore, in this embodiment, the probability of winning the special jackpot in the first special jackpot lottery is different from the probability of winning the special jackpot in the second special jackpot lottery. Specifically, in this embodiment, in the second special jackpot lottery, the special jackpot determination value is allocated so as to win the special jackpot with a higher probability compared to the first special jackpot lottery.

[0096] When the value of the special winning random number matches the special jackpot determination value, the main control CPU 41a performs special jackpot variation processing. In the special jackpot variation processing, the main control CPU 41a determines a specific special symbol from among the special symbols classified as special jackpot symbols by performing a determination lottery of the special symbol based on the value of the special symbol random number specified from the acquired random number information. This determined special symbol becomes the confirmed stop symbol derived in the special game.

[0097] When the value of the special hit random number does not match either the jackpot determination value or the special jackpot determination value, the main control CPU 41a performs a losing variation process. In the losing variation process, the main control CPU 41a determines a special symbol as a losing symbol. This determined special symbol becomes the fixed stop symbol derived in the special game.

[0098] Then, when the main control CPU 41a determines the fixed stop symbol derived in the special game, it determines the variation pattern by performing a variation pattern determination lottery based on the value of the variation pattern random number specified from the acquired random number information.

[0099] As shown in FIG. 5, in the variation pattern of the present embodiment, when a losing symbol is determined as the fixed stop symbol, there is a variation pattern for losing that can be determined, and when a jackpot symbol or a special jackpot symbol is determined as the fixed stop symbol, there is a variation pattern for winning that can be determined.

[0100] In the present embodiment, the variation patterns for losing include six types of variation patterns of the first to sixth variation patterns. The first variation pattern is a variation pattern that can specify a normal losing effect as the effect content during the execution of the special game. The normal losing effect is an effect executed in a mode in which a losing symbol is derived without executing a reach effect. The second variation pattern is a variation pattern that specifies a shorter variation time compared to the first variation pattern that specifies the normal losing effect, and is a variation pattern that can specify a shortened losing effect as the effect content during the execution of the special game. The shortened losing effect is an effect executed in a mode in which a losing symbol is derived without executing a reach effect.

[0101] The third variation pattern is a variation pattern that can identify a normal reach miss effect (indicated as N reach miss in the figure) as the production content during the execution of a special game. The normal reach miss effect is an effect that is executed in such a manner that a miss symbol is derived after the normal reach effect is executed. The fourth variation pattern is a variation pattern that can identify a first super reach miss effect (indicated as the first SP reach miss in the figure) as the production content during the execution of a special game. The first super reach miss effect is an effect that is executed in such a manner that a miss symbol is derived after the first super reach effect is executed. The fifth variation pattern is a variation pattern that can identify a second super reach miss effect (indicated as the second SP reach miss in the figure) as the production content during the execution of a special game. The second super reach miss effect is an effect that is executed in such a manner that a miss symbol is derived after the second super reach effect is executed. The sixth variation pattern is a variation pattern that can identify a time limit final variation miss effect as the production content during the execution of a special game. The time limit final variation miss effect is an effect that is executed in such a manner that a miss symbol is derived after the time limit final variation effect, which will be described later, is executed.

[0102] In this embodiment, the variable patterns for hits include five types of variable patterns, namely the seventh to twelfth variable patterns. The seventh variable pattern is a variable pattern that can identify the normal reach hit effect (indicated as "per N reach" in the figure) as the effect content during the execution of the special game. The normal reach hit effect is an effect executed in a mode where a winning symbol (big win symbol or special win symbol) is derived after the normal reach effect is executed. The eighth variable pattern is a variable pattern that can identify the first super reach hit effect (indicated as "per first SP reach" in the figure) as the effect content during the execution of the special game. The first super reach hit effect is an effect executed in a mode where a winning symbol is derived after the first super reach effect is executed. The ninth variable pattern is a variable pattern that can identify the second super reach hit effect (indicated as "per second SP reach" in the figure) as the effect content during the execution of the special game. The second super reach hit effect is an effect executed in a mode where a winning symbol is derived after the second super reach effect is executed. The tenth variable pattern is a variable pattern that specifies a shorter variable time compared to the first variable pattern that specifies the normal miss effect, and is a variable pattern that can identify the shortened hit effect as the effect content during the execution of the special game. The shortened hit effect is an effect executed in a mode where a winning symbol is derived without executing the reach effect. The eleventh variable pattern is a variable pattern that specifies a shorter variable time compared to the tenth variable pattern that specifies the shortened hit effect, and is a variable pattern that can identify the ultra-shortened hit effect as the effect content during the execution of the special game. The ultra-shortened hit effect is a variable content where a winning symbol is derived without executing the reach effect, and is an effect executed in a mode with a shorter variable time than the variable content of the shortened hit. The twelfth variable pattern is a variable pattern that can identify the time-saving final variable hit effect as the effect content during the execution of the special game. The time-saving final variable hit effect is an effect executed in a mode where a winning symbol is derived after the time-saving final variable effect is executed.

[0103] And when the main control CPU 41a determines a losing symbol as the winning stop symbol, it determines a variation pattern from among the variation patterns for losing. Specifically, when the main control CPU 41a causes the first special game to be executed during a non-time-limit state, it determines any one of the first variation pattern, the third variation pattern, and the fourth variation pattern. On the other hand, when the main control CPU 41a causes the second special game to be executed during a non-time-limit state, it determines the second variation pattern.

[0104] Further, when the main control CPU 41a causes the first special game to be executed during a time-limit state and the first special game is not the special game of the operation count number after being controlled to the time-limit state, it determines the second variation pattern. As described above, the operation count number is the upper limit number of special games in the time-limit state. That is, the special game of the operation count number corresponds to the last special game in the time-limit state. That is, when the main control CPU 41a causes the first special game to be executed during a time-limit state and the first special game is not the last special game in the current time-limit state, it determines the second variation pattern. On the other hand, when the main control CPU 41a causes the second special game to be executed during a time-limit state and the second special game is not the special game of the operation count number after being controlled to the time-limit state, it determines any one of the first variation pattern and the fifth variation pattern. That is, when the main control CPU 41a causes the second special game to be executed during a time-limit state and the second special game is not the last special game in the current time-limit state, it determines any one of the first variation pattern and the fifth variation pattern.

[0105] Further, when the main control CPU 41a executes the first special game during the time-saving state, and when the first special game is the special game of the operation count number since it has been controlled to the time-saving state, the main control CPU 41a determines the sixth variation pattern. Similarly, when the main control CPU 41a executes the second special game during the time-saving state, and when the second special game is the special game of the operation count number since it has been controlled to the time-saving state, the main control CPU 41a determines the sixth variation pattern. That is, when the main control CPU 41a executes the special game during the time-saving state, and when the special game is the final special game in the current time-saving state, the main control CPU 41a determines the sixth variation pattern regardless of whether it is when executing the first special game or when executing the second special game.

[0106] Thus, the sixth variation pattern is the variation content that can be determined when the special game of the operation count number fails after being controlled to the time-saving state. In the present embodiment, when the special game of the operation count number is executed after being controlled to the time-saving state, and when a losing pattern is determined as the determined stop symbol derived from the special game, the variation pattern that can be determined corresponds to the second variation content that can be determined when an adverse result occurs in the lottery by the lottery means. In the present embodiment, the operation count corresponds to a specific number of times.

[0107] Further, when the main control CPU 41a determines a big win symbol or a special win symbol as the determined stop symbol, the main control CPU 41a determines a variation pattern from among the variation patterns for wins. Specifically, when the main control CPU 41a executes the first special game during the non-time-saving state, the main control CPU 41a determines either the seventh variation pattern or the eighth variation pattern. On the other hand, when the main control CPU 41a executes the second special game during the non-time-saving state, the main control CPU 41a determines the tenth variation pattern.

[0108] Further, when the main control CPU 41a executes the first special game during the time-saving state and the first special game is not the special game of the operation count number since it was controlled to the time-saving state, the main control CPU 41a determines the 11th variation pattern. That is, when the main control CPU 41a executes the first special game during the time-saving state and the first special game is not the last special game in the current time-saving state, the main control CPU 41a determines the 11th variation pattern. On the other hand, when the main control CPU 41a executes the second special game during the time-saving state and the second special game is not the special game of the operation count number since it was controlled to the time-saving state, the main control CPU 41a determines either the 9th variation pattern or the 11th variation pattern. That is, when the main control CPU 41a executes the second special game during the time-saving state and the second special game is not the last special game in the current time-saving state, the main control CPU 41a determines either the 9th variation pattern or the 11th variation pattern.

[0109] Also, when the main control CPU 41a executes the first special game during the time-saving state and the first special game is the special game of the operation count number since it was controlled to the time-saving state, the main control CPU 41a determines either the 11th variation pattern or the 12th variation pattern. Similarly, when the main control CPU 41a executes the second special game during the time-saving state and the second special game is the special game of the operation count number since it was controlled to the time-saving state, the main control CPU 41a determines either the 11th variation pattern or the 12th variation pattern. That is, when the main control CPU 41a executes the special game during the time-saving state and the special game is the last special game in the current time-saving state, regardless of whether it is when executing the first special game or when executing the second special game, the main control CPU 41a determines either the 11th variation pattern or the 12th variation pattern.

[0110] As described above, the 11th variation pattern is a variation content that can be determined regardless of whether the special game of the number of operating times becomes a jackpot or a special win after being controlled to the time-saving state, or whether the special game other than the number of operating times becomes a jackpot or a special win after being controlled to the time-saving state. In the present embodiment, the variation content defined in the variation pattern that can be determined when a jackpot symbol or a special win symbol is determined as the determined stop symbol corresponds to the first variation content that can be determined when a favorable result is obtained in the lottery by the lottery means.

[0111] After that, when the main control CPU 41a determines the variation pattern, it ends the special symbol start process. When the special symbol start process ends, the main control CPU 41a executes a special game by performing a process different from the special symbol start process. Specifically, the main control CPU 41a controls the display content of the information display device 13 so as to start the variation of the first special symbol or the second special symbol. In addition, the main control CPU 41a sets information (hereinafter referred to as a special symbol designation command) for designating the special symbol determined in the special symbol start process in the output buffer. In addition, the main control CPU 41a sets information (hereinafter referred to as a variation pattern designation command) for designating the variation pattern and instructing the start of the effect game in the output buffer. In addition, the main control CPU 41a measures the variation time defined in the variation pattern determined in the special symbol start process. Then, when the variation time defined in the variation pattern elapses, the main control CPU 41a controls the information display device 13 so that the special symbol determined in the special symbol start process is derived. In addition, when the variation time defined in the variation pattern determined in the special symbol start process elapses, the main control CPU 41a sets information (hereinafter referred to as a full symbol stop command) for deriving the combination of the effect symbols in the output buffer.

[0112] In addition, the main control CPU 41a sets information (hereinafter referred to as an elapsed time command) that can identify the determined variation pattern and the time elapsed since the special game was started at a predetermined timing from when the special game is started until it ends in the output buffer.

[0113] With the control as described above, in the pachinko gaming machine 10 of the present embodiment, it is possible to execute a variable game in which symbols are varied based on the result of a predetermined lottery. In particular, the first special game is executed based on the result of the first special winning lottery among the special winning lotteries. Also, the second special game is executed based on the result of the second special winning lottery among the special winning lotteries.

[0114] Next, a special winning process for causing a special winning game performed by the main control CPU 41a will be described. The main control CPU 41a performs a special winning process after the end of the special winning special game. In the special winning process, the main control CPU 41a performs control according to the type of the winning special winning, thereby causing a special winning game based on the winning special winning.

[0115] First, the main control CPU 41a starts measuring the opening time, generates information (hereinafter referred to as a special winning game start command) that can identify the start of the special winning game, and sets it in the output buffer. When the opening time has elapsed, the main control CPU 41a controls the second solenoid SL2 so as to open the first large winning opening 18 by operating the first special opening / closing piece 19 based on a predetermined operation pattern. Also, the main control CPU 41a generates information (hereinafter referred to as an opening start command) that can identify that the first large winning opening 18 has been opened and sets it in the output buffer. After that, when the ball entry condition or the time elapse condition is satisfied, the main control CPU 41a controls the second solenoid SL2 so that the first large winning opening 18 is closed, and generates information (hereinafter referred to as an opening end command) that can identify that the first large winning opening 18 has been closed and sets it in the output buffer. After that, the main control CPU 41a starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU 41a generates information (hereinafter referred to as a special winning game end command) that can identify the end of the special winning game and sets it in the output buffer. After that, the main control CPU 41a ends the special winning process.

[0116] Further, in the special hit process, the main control CPU 41a controls the fourth solenoid SL4 to operate the distribution shutter 28 based on a predetermined operation pattern during the special hit game. Then, when the special hit game ends, if the operation of the distribution shutter 28 based on the predetermined operation pattern has not ended, the main control CPU 41a controls the fourth solenoid SL4 to end the operation of the distribution shutter 28 as the special hit game ends.

[0117] Next, the jackpot process for causing a jackpot game, which is a special game performed by the main control CPU 41a, will be described. When a game ball is detected by the specific passage sensor SE5 in the special hit game, the main control CPU 41a performs a jackpot process after the end of the special hit game. Also, the main control CPU 41a performs a jackpot process after the end of the special jackpot game. In the jackpot process, the main control CPU 41a performs control according to the type of hit that has been won. Thereby, the main control CPU 41a causes a jackpot game corresponding to the type of hit that has been won.

[0118] In the jackpot process, the main control CPU 41a starts measuring the opening time, generates information that can identify the start of the jackpot game (hereinafter referred to as the jackpot game start command), and sets it in the output buffer. When the opening time has elapsed, the main control CPU 41a performs processing for executing a round game. Specifically, the main control CPU 41a controls the third solenoid SL3 so that the second large winning opening 20 is opened based on a predetermined opening pattern, and starts the round game. After starting the round game, when the first round end condition or the second round end condition is satisfied, the main control CPU 41a controls the third solenoid SL3 so that the second large winning opening 20 is closed, and ends the round game. The main control CPU 41a repeatedly performs such processing for executing a round game until the round game of the upper limit number of times ends. Also, every time the main control CPU 41a starts a round game, it generates information that can identify the start of the round game (hereinafter referred to as the round start command) and sets it in the output buffer. Also, every time the main control CPU 41a ends a round game, it generates information that can identify the end of the round game (hereinafter referred to as the round end command) and sets it in the output buffer.

[0119] When the final round game ends, the main control CPU 41a starts measuring the ending time. When the ending time has elapsed, the main control CPU 41a generates information that can identify the end of the jackpot game (hereinafter referred to as the jackpot game end command) and sets it in the output buffer. After that, the main control CPU 41a ends the jackpot process.

[0120] Next, the processing of the main control CPU 41a regarding the game state will be described. In the present embodiment, by the main control CPU 41a performing the processing regarding the game state, the function as state control means for controlling the game state is realized.

[0121] The main control CPU41a can control the game state by setting a predetermined value to the operation flag stored in the main control RAM41c. Specifically, the main control CPU41a controls the game state to the non-time-shortened state by setting the operation flag to a value that can identify the non-time-shortened state. The main control CPU41a controls the game state to the time-shortened state by setting the operation flag to a value that can identify the time-shortened state. The main control CPU41a can also set the number of operations in the time-shortened state by setting a predetermined value to the operation count flag in the main control RAM41c. Then, when the main control CPU41a updates the values ​​of the operation flag and the operation count flag, it outputs a game state command that can identify the current game state and the number of operations to the sub-control board 50.

[0122] When the main control CPU41a ends the big win game, the main control CPU41a updates the values ​​of the operation flag and the operation count flag according to the type of the big win game. As a result, the main control CPU41a can control to the time-shortened state when the big win control condition is met.

[0123] Specifically, when the main control CPU41a ends the jackpot games ZA and Za, it does not update the values ​​of the operation flag and the operation count flag. That is, when the main control CPU41a ends the jackpot games ZA and Za, it continues to control the game to the non-time-shortened state even after the jackpot games end. On the other hand, when the main control CPU41a ends the jackpot games ZB, ZC, Zb, and Zc, it sets the operation flag to a value that can specify the time-shortened state, and sets the operation count flag to a value that can specify 100 times as the number of operations.

[0124] Moreover, the main control CPU41a updates the value of the activation count flag every time a special game is executed after the time-shortening state is entered. Then, the main control CPU41a sets the activation flag to a value that can identify a non-time-shortening state when a predetermined number of activations of the special game are executed after the time-shortening state is entered. This allows the main control CPU41a to control the time-shortening state to end when the count end condition is met.

[0125] When the main control CPU 41a starts a special win game, it sets a value that can identify the non-time-reduced state in the operation flag and erases the value of the operation count flag. As a result, the main control CPU 41a can control to end the time-reduced state when the special win end condition is satisfied.

[0126] Also, when the main control CPU 41a starts a big win game, it sets a value that can identify the non-time-reduced state in the operation flag and erases the value of the operation count flag. As a result, the main control CPU 41a can control to end the time-reduced state when the big win end condition is satisfied.

[0127] Next, the normal symbol input process performed by the main control CPU 41a will be described. In the normal symbol input process, when the main control CPU 41a inputs a detection signal from the gate sensor SE6 and the number of normal holds is less than the upper limit number, it adds 1 to the number of normal holds stored in the main control RAM 41c and updates it, and controls the normal hold display unit 13f to display the updated number of normal holds. Then, the main control CPU 41a acquires a random number generated within the main control board 40 and stores random number information based on the acquired random number in the main control RAM 41c. In this case, the main control CPU 41a stores it so that it is random number information for a normal game and the storage order of the random number information can be specified. Note that, for example, the random number is a normal win random number used for normal win determination (normal lottery). Then, the main control CPU 41a ends the normal symbol input process.

[0128] Next, the normal symbol start process performed by the main control CPU 41a will be described. In the normal symbol start process, when the main control CPU 41a is not in the middle of a normal win game and not in the middle of executing a normal game, and the number of normal holds stored in the main control RAM 41c is 1 or more, the main control CPU 41a subtracts 1 from the number of normal holds stored in the main control RAM 41c and updates it. Also, at this time, the main control CPU 41a controls the normal hold display unit 13f so that the updated number of normal holds is displayed. Subsequently, the main control CPU 41a reads out the earliest stored random number information among the random number information for the normal game from the main control RAM 41c, and based on the read random number information, performs a normal lottery. Specifically, the main control CPU 41a performs a normal lottery by determining whether the value of the normal win random number matches the normal win determination value stored in the main control ROM 41b. At this time, the main control CPU 41a performs a normal lottery using different normal win determination values according to the current game state. For example, in this embodiment, when in a non-specific game state, regardless of the value of the normal win random number, it does not win a normal win, while when in a specific game state, regardless of the value of the normal win random number, it wins a normal win. The normal win determination values are allocated for each game state.

[0129] Subsequently, the main control CPU 41a determines the normal symbol to be derived in the normal game and the variation time of the normal game. Then, the main control CPU 41a ends the normal symbol start process. At this time, when in a specific game state, the main control CPU 41a may determine a shorter time as the variation time of the normal game (or is more likely to determine a shorter time as the variation time of the normal game) compared to when in a non-specific game state.

[0130] Then, the main control CPU 41a executes a normal game by performing a process separate from the normal symbol start process. Specifically, the main control CPU 41a starts the normal game and controls the information display device 13 so that the normal symbol determined in the normal symbol start process is derived when the variation time determined in the normal symbol start process has elapsed.

[0131] Next, the normal winning process performed by the main control CPU 41a will be described. When the normal game of the normal winning ends, the main control CPU 41a executes the normal winning process. In the normal winning process, the main control CPU 41a controls the first solenoid SL1 so as to operate the normal movable piece 16 to the second operating state in the operation mode defined for the normal symbol (type of normal winning), thereby causing a normal winning game to occur.

[0132] Through such normal symbol input processing, normal symbol start processing, and normal winning processing, when in the time shortening state, the main control CPU 41a operates the normal movable piece 16 so that a game ball is more likely to enter the second start winning opening 15 compared to when in the non-time shortening state.

[0133] In addition to the above-described processing, the main control CPU 41a also performs various other processes. For example, when the main control CPU 41a inputs a detection signal indicating that a game ball has been detected from each sensor, it generates information indicating that the detection signal has been input and sets it in the output buffer. For example, when the main control CPU 41a inputs a detection signal indicating that a game ball has been detected from the first start winning sensor SE1, it generates a first ball entry command indicating that a game ball has entered the first start winning opening 14 and sets it in the output buffer. When the main control CPU 41a inputs a detection signal indicating that a game ball has been detected from the second start winning sensor SE2, it generates a second ball entry command indicating that a game ball has entered the second start winning opening 15 and sets it in the output buffer.

[0134] Further, when the main control CPU 41a receives a detection signal indicating that it has detected a game ball from the first count sensor SE3, it generates a first big winning command indicating that a game ball has entered the first big winning port 18 and sets it in the output buffer. When the main control CPU 41a receives a detection signal indicating that it has detected a game ball from the second count sensor SE4, it generates a second big winning command indicating that a game ball has entered the second big winning port 20 and sets it in the output buffer. When the main control CPU 41a receives a detection signal indicating that it has detected a game ball from the specific passage sensor SE5, it generates a specific passage command indicating that the game ball that has entered the first big winning port 18 has passed through a specific area in the first passage 26a and sets it in the output buffer. When the main control CPU 41a receives a detection signal indicating that it has detected a game ball from the gate sensor SE6, it generates a gate passage command indicating that the game ball has passed through the gate 23 and sets it in the output buffer.

[0135] In addition, the main control CPU 41a performs control to grant a predetermined number of prize balls upon the fulfillment of the conditions for granting prize balls. Note that, in this specification, the control for granting prize balls is not limited to the control of actually paying out game balls outside the machine, but is also intended to include, for example, control for updating (adding) the number of balls held by the player stored as data in an external device separate from the pachinko game machine 10 or the pachinko game machine 10.

[0136] Next, various processes performed by the sub-control CPU 50a will be described. When the sub-control CPU 50a receives a control signal from the main control CPU 41a, it executes various processes according to the control signal.

[0137] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU 50a receives a special symbol designation command and a variation pattern designation command, it controls the effect display device 12 to execute an effect game corresponding to a special game by starting the variation display of the effect symbols. Specifically, when the sub-control CPU 50a receives a special symbol designation command, it determines the combination of effect symbols to be derived in the effect game based on the type of special symbol designated by the input special symbol designation command.

[0138] Specifically, when a special symbol classified as a jackpot symbol is designated, the sub-control CPU 50a determines the symbol combination of the jackpot by the effect symbols. When a special symbol classified as a special win symbol is designated, the sub-control CPU 50a determines the symbol combination of the special win by the effect symbols. When a special symbol classified as a losing symbol is designated, the sub-control CPU 50a determines the symbol combination of the loss by the effect symbols based on the variation pattern designated by the input variation pattern designation command. Specifically, when a variation pattern that specifies the variation content for which the reach effect is executed is designated, the sub-control CPU 50a determines the symbol combination of the reach loss as the symbol combination of the loss. On the other hand, when a variation pattern that specifies the variation content for which the reach effect is not executed is designated, the sub-control CPU 50a determines the symbol combination of the normal loss as the symbol combination of the loss.

[0139] Also, when the sub-control CPU 50a receives a variation pattern specification command, it determines the effects to be executed during the execution of the performance game based on the variation pattern specified by the input variation pattern specification command. Details of the effects to be executed during the execution of the performance game will be described later. After that, the sub-control CPU 50a controls the effect display device 12 to start the variable display of the effect symbols in each symbol column. That is, the sub-control CPU 50a starts the performance game. Specifically, the sub-control CPU 50a controls the effect display device 12 to variably display the effect symbols in three columns. Also, the sub-control CPU 50a controls to execute various effects whose execution has been determined. Subsequently, after the sub-control CPU 50a starts the performance game, when a predetermined timing arrives, it temporarily stops the display of the effect symbols in each symbol column and, upon the input of the all-symbol stop command, causes the effect symbols in each symbol column to be fixedly stopped and displayed. Note that the sub-control CPU 50a may cause the effect symbols in each symbol column to be fixedly stopped and displayed when the variation time defined in the variation pattern has elapsed, regardless of the all-symbol stop command. In this case, the all-symbol stop command may be omitted.

[0140] After that, when the fixed stop time of the special symbol has elapsed, the sub-control CPU 50a controls the effect display device 12 to end the performance game by ending the fixed stop display of the effect symbols.

[0141] Next, the processing related to the game state will be described. When the sub-control CPU50a inputs a game state command from the main control CPU41a, the sub-control CPU50a stores a value capable of identifying a game state specified from the input game state command in the sub-operation flag of the sub-control RAM50c. Furthermore, the sub-control CPU50a stores a value capable of identifying the number of operations specified from the input game state command in the sub-operation number flag of the sub-control RAM50c. Furthermore, when the sub-control CPU50a is controlled in the time-saving state, the sub-control CPU50a updates the value of the sub-operation number flag every time a special game is executed. At this time, the sub-control CPU50a may update the value of the sub-operation number flag triggered by inputting a variation pattern designation command, or may update the value of the sub-operation number flag triggered by inputting a special symbol designation command. In addition, the sub-control CPU50a may update the value of the sub-operation number flag triggered by inputting an all symbol stop command. This allows the sub-control CPU50a to identify the current game state and the number of operations.

[0142] Next, the effects that can be executed by the pachinko gaming machine 10 of this embodiment will be described. As shown in Fig. 6, in the pachinko gaming machine 10 of this embodiment, various effects are executed with the effect contents corresponding to the change pattern. In this embodiment, the effect contents corresponding to the change pattern are configured to include one or more effect parts.

[0143] For example, the normal miss performance includes a normal variation part executed in a non-reach state, and a result notification part executed in a state where the performance patterns of all the pattern rows are temporarily stopped and displayed. The shortened miss performance and shortened winning performance include a shortened variation part executed in a non-reach state, and a result notification part executed in a state where the performance patterns of all the pattern rows are temporarily stopped and displayed. The shortened variation part is executed in a shorter time than the normal variation part. The super shortened winning performance includes a super shortened variation part executed in a non-reach state, and a result notification part executed in a state where the performance patterns of all the pattern rows are temporarily stopped and displayed. The super shortened variation part is executed in a shorter time than the normal variation part and the shortened variation part.

[0144] The normal reach deviation effect and the effect per normal reach include a pre-reach part executed in a non-reach state, a normal reach part executed in a reach state, and a result notification part executed in a state where the effect symbols of all symbol columns are once stopped and displayed. The first super reach deviation effect and the effect per first super reach include a pre-reach part executed in a non-reach state, a first super reach part executed in a reach state, and a result notification part executed in a state where the effect symbols of all symbol columns are once stopped and displayed. The second super reach deviation effect and the effect per second super reach include a pre-reach part executed in a non-reach state, a second super reach part executed in a reach state, and a result notification part executed in a state where the effect symbols of all symbol columns are once stopped and displayed. The time-saving final variation deviation effect and the effect per time-saving final variation include a time-saving final variation part executed in a non-reach state and a result notification part executed in a state where the effect symbols of all symbol columns are once stopped and displayed.

[0145] Each effect part may be executed with any one of a plurality of types of effect contents. For example, the result notification part is executed with either an effect content for notifying that the ongoing special game is a win or an effect content for notifying that the ongoing special game is a loss.

[0146] An explanation will be given of the control for executing various effects with the effect contents defined for the determined variation pattern. In the present embodiment, at the start of the special game, the main control CPU 41a outputs a variation pattern specifying command for specifying the determined variation pattern to the sub-control CPU 50a. Further, when the variation time of the special game reaches a predetermined time, the main control CPU 41a outputs an effect part specifying command for instructing the start of each effect part to the sub-control CPU 50a. The sub-control CPU 50a controls the effect device group so as to execute various effects based on the input of the variation pattern specifying command and the effect part specifying command.

[0147] For example, when a fourth variation pattern that specifies the production content of the first super reach deviation is specified, the sub-control CPU 50a starts the production game upon the input of a variation pattern specification command, and controls to start the pre-reach part in the first super reach production. Subsequently, the sub-control CPU 50a controls to start the first super reach part in the first super reach production upon the input of a production part specification command that instructs the start of the first super reach part. Further, the sub-control CPU 50a controls to start the result notification part in the first super reach production upon the input of a production part specification command that instructs the start of the result notification part.

[0148] By such control, in the pachinko gaming machine 10 of the present embodiment, various productions can be executed with the production content defined in the determined variation pattern. In particular, in the present embodiment, when in the time-saving state, the types of variation patterns that can be determined are different when the first special game is executed and when the second special game is executed. For this reason, in the present embodiment, when in the time-saving state, the productions that can be executed by the production device group are different when the first special game is executed and when the second special game is executed.

[0149] Even when in the time-saving state, the same 11th variation pattern can be determined when the first special game is a win and when the second special game is a win. For this reason, in the present embodiment, even when in the time-saving state, the same ultra-short win production can be executed in the production device group when the first special game is a win and when the second special game is a win. In the present embodiment, the ultra-short win production corresponds to the first production.

[0150] Even when in the time-saving state, the same sixth variation pattern can be determined when the first special game fails after the number of operating times since being controlled to the time-saving state, and when the second special game fails after the number of operating times since being controlled to the time-saving state. For this reason, in the present embodiment, even when in the time-saving state, when the first special game fails after the number of operating times since being controlled to the time-saving state, and when the second special game fails after the number of operating times since being controlled to the time-saving state, the same time-saving final variation failure effect can be executed in the effect device group. In the present embodiment, the time-saving final variation failure effect corresponds to the second effect.

[0151] Next, the prediction effect that the pachinko game machine 10 of the present embodiment can execute will be described. The prediction effect is an effect that suggests the probability that the special game whose execution is pending will be a winning (hereinafter referred to as the winning probability) before the execution of the special game.

[0152] As shown in Fig. 7, the preview effects of this embodiment include a first preview effect, a second preview effect, and a third preview effect. The first preview effect is a preview effect that can be executed during the non-time-saving state. In the first preview effect, for the first special game whose execution is pending, the degree of expectation that the first special game will be a winning result is suggested. That is to say, the first preview effect is an effect that suggests the variable content of the first special game targeted by the first preview effect before the execution of the first special game. The second preview effect is a preview effect that can be executed during the time-saving state. In the second preview effect, for the second special game whose execution is pending, the degree of expectation that the second special game will be a winning result is suggested. That is to say, the second preview effect is an effect that suggests the variable content of the second special game targeted by the second preview effect before the execution of the second special game. The third preview effect is a preview effect that can be executed either during the non-time-saving state or during the time-saving state. When it is in the non-time-saving state, in the third preview effect, for the first special game whose execution is pending, the degree of expectation that the first special game will be a winning result is suggested. Also, when it is in the time-saving state, in the third preview effect, for the second special game whose execution is pending, the degree of expectation that the second special game will be a winning result is suggested. That is to say, the third preview effect, when executed during the non-time-saving state, can be said to be an effect that suggests the variable content of the first special game targeted by the third preview effect before the execution of the first special game, and when executed during the time-saving state, can be said to be an effect that suggests the variable content of the second special game targeted by the third preview effect before the execution of the second special game.

[0153] The preview effect determination process for executing the preview effect will be described. The sub-control CPU 50a executes the preview effect determination process triggered by the input of a preview command. In the pre-reading effect determination process, the sub-control CPU 50a determines whether to execute the pre-reading effect by a predetermined determination lottery. Specifically, when the current gaming state is a non-time-limited state and the input pre-reading command is the first pre-reading command, the sub-control CPU 50a determines whether to execute the first pre-reading effect and whether to execute the third pre-reading effect by a predetermined determination lottery. At this time, the sub-control CPU 50a may control to be able to determine the execution of both the first pre-reading effect and the third pre-reading effect, or may control so that when determining the execution of either one, the execution of the other is not determined. On the other hand, when the current gaming state is a non-time-limited state and the input pre-reading command is the second pre-reading command, the sub-control CPU 50a does not determine the execution of the pre-reading effect.

[0154] Also, when the current gaming state is a time-limited state and the input pre-reading command is the second pre-reading command, the sub-control CPU 50a determines whether to execute the second pre-reading effect and whether to execute the third pre-reading effect by a predetermined determination lottery. At this time, the sub-control CPU 50a may control to be able to determine the execution of both the second pre-reading effect and the third pre-reading effect, or may control so that when determining the execution of either one, the execution of the other is not determined. On the other hand, when the current gaming state is a non-time-limited state and the input pre-reading command is the first pre-reading command, the sub-control CPU 50a does not determine the execution of the pre-reading effect.

[0155] In addition, when a predetermined pre-reading effect is executed, the sub-control CPU 50a determines the executability of various pre-reading effects so that the hit expectation degree is higher than when the pre-reading effect is not executed. To increase the hit expectation degree when a predetermined pre-reading effect is executed, it is advisable to allocate the judgment values in the determination lottery of the predetermined pre-reading effect so that the determination ratio when it is a hit is higher in the overall determination ratio where the execution of the predetermined pre-reading effect is determined.

[0156] When it is determined to execute the pre-reading effect, the sub-control CPU 50a causes the sub-control RAM 50c to store pre-reading effect information that can identify the type of the pre-reading effect for which the execution has been determined. After that, the sub-control CPU 50a ends the pre-reading effect determination process. Then, in a process different from the pre-reading effect determination process, the sub-control CPU 50a controls the effect device group to execute the pre-reading effect for which the execution has been determined.

[0157] By such control, in the pachinko gaming machine 10 of the present embodiment, it is possible to execute the pre-reading effect. In particular, in the present embodiment, when in the non-time-saving state, when the first special game is executed, the first pre-reading effect and the third pre-reading effect can be executed, and when the second special game is executed, the first pre-reading effect and the third pre-reading effect are not executed. In the present embodiment, the first pre-reading effect and the third pre-reading effect correspond to special effects. Also, in the present embodiment, when in the time-saving state, when the second special game is executed, the second pre-reading effect and the third pre-reading effect can be executed, and when the first special game is executed, the second pre-reading effect and the third pre-reading effect are not executed. In the present embodiment, the second pre-reading effect and the third pre-reading effect correspond to special effects.

[0158] Next, a special winning game effect that can be executed by the pachinko gaming machine 10 of the present embodiment will be described. The special winning game effect is an effect executed during the special winning game. In the special winning game of the present embodiment, the same special winning game effect is executed regardless of the type of winning. The special winning game effect of the present embodiment is an effect that encourages the game ball to enter the first large winning opening 18 and pass through a specific area in the first passage 26a. In the present embodiment, the sub-control CPU 50a controls the effect device group to execute the special winning game effect upon input of a special winning game start command. Also, the sub-control CPU 50a controls the effect device group to end the special winning game effect upon input of a special winning game end command.

[0159] Next, a description will be given of the big win game effects that can be executed by the pachinko gaming machine 10 of this embodiment. The big win game effects are effects that are executed during a big win game. As shown in FIG. 8, there are several kinds of big win game effects in this embodiment. For example, the big win game effects include a RUSH entry expectation effect, a RUSH end arousal effect, a RUSH special entry effect, a RUSH continuation effect, and a special stay effect. The RUSH entry expectation effect is an effect that suggests that if a hit is won during a non-time-saving state, the game may be controlled to a time-saving state after the end of the big win game. The RUSH end arousal effect is an effect that suggests that if a hit is won during a time-saving state, the game may be controlled to a time-saving state after the end of the big win game. The RUSH special entry effect is an effect that suggests that if a hit is won during a non-time-saving state, the game may be controlled to a time-saving state after the end of the big win game. The RUSH continuation effect is an effect that suggests that if a hit is won during a time-saving state, the game may be controlled to a time-saving state even after the end of the big win game. The special stay effect is an effect that suggests that if a winning jackpot is won during a non-time-saving state, the game will remain in the non-time-saving state even after the big win game ends.

[0160] The big win game presentation determination process for executing the big win game presentation will be described below. The sub-control CPU 50a executes the big win game presentation determination process when a big win game start command is input.

[0161] In the jackpot game presentation determination process, the sub-control CPU 50a determines the type of jackpot game presentation to be executed based on the type of win and the game state at the time of the win. Specifically, when the sub-control CPU 50a wins the jackpot ZA or ZB during the non-time-saving state, it determines the RUSH entry expectation presentation as the jackpot game presentation to be executed. Also, when the sub-control CPU 50a wins the jackpot ZA or ZB or the special win Za or Zb during the time-saving state, it determines the RUSH end promotion presentation as the jackpot game presentation to be executed.

[0162] When the sub-control CPU 50a wins the big hit ZC or the special hits Zb, Zc during the non-time-saving state, it determines the RUSH special entry effect as the big hit game effect to be executed. When the sub-control CPU 50a wins the big hit ZC or the special hit Zc during the time-saving state, it determines the RUSH continuation effect as the big hit game effect to be executed. When the sub-control CPU 50a wins the special hit Za during the non-time-saving state, it determines the special stay effect as the big hit game effect.

[0163] When determining the type of the big hit game effect to be executed, the sub-control CPU 50a stores in the sub-control RAM 50c the big hit game effect information that can identify the type of the big hit game effect determined for execution. After that, the sub-control CPU 50a ends the big hit game effect determination process. After that, in a process different from the big hit game effect determination process, the sub-control CPU 50a controls the effect device group to execute the big hit game effect determined for execution.

[0164] With such control, in the pachinko gaming machine 10 of the present embodiment, it is possible to execute the big hit game effect. In particular, in the present embodiment, when the first special game wins during the time-saving state and when the second special game wins during the time-saving state, the types of wins given are different, so the execution ratios of the big hit game effects executed during the big hit game are different. For this reason, in the present embodiment, when winning during the time-saving state, it can be said that the execution ratios of the big hit game effects executed during the subsequent big hit game are different when the first special game is executed and when the second special game is executed. In the present embodiment, when indicating that "the execution ratios of the predetermined effects are different", it is intended to include the comparison when the predetermined effect is not executed, that is, when the execution probability of the predetermined effect is "0".

[0165] When the second special game wins during the time shortening state, it may result in a big win ZC or a special win Zc. Therefore, during the subsequent big win game, the RUSH continuation effect can be executed. On the other hand, when the first special game wins during the time shortening state, it will not result in either a big win ZC or a special win Zc. Therefore, during the subsequent big win game, the RUSH continuation effect is not executed. In this embodiment, the RUSH continuation effect corresponds to a specified effect.

[0166] Also, when the first special game wins during the time shortening state, it may result in a big win ZA or a big win ZB. Therefore, during the subsequent big win game, the RUSH end excitement effect can be executed. Furthermore, when the second special game wins during the time shortening state, it may result in a special win Za or a special win Zb. Therefore, during the subsequent big win game, the RUSH end excitement effect can be executed. That is, in this embodiment, whether the first special game wins or the second special game wins during the time shortening state, the same RUSH end excitement effect can be executed during the subsequent big win game. In this embodiment, the RUSH end excitement effect corresponds to a specific effect.

[0167] Hereinafter, a specific example of the flow of the effect in the pachinko gaming machine 10 of this embodiment will be described together with the control of the main control CPU 41a and the sub-control CPU 50a. In the example shown in FIG. 9(a), the flow of the effect when a special game of the number of operating times is executed after being controlled to the time shortening state will be described. In this case, the main control CPU 41a outputs a variation pattern designation command with the start of the special game (time point t0). The sub-control CPU 50a controls the effect device group to execute an effect according to the effect content corresponding to the variation pattern designated by the variation pattern designation command upon receiving the variation pattern designation command. In this example, it is assumed that the sixth variation pattern that specifies the time shortening final variation deviation effect is designated as the effect content. In this case, the sub-control CPU 50a controls to start the time shortening final variation part in the time shortening final variation deviation effect.

[0168] Subsequently, the main control CPU 41a outputs a production part designation command instructing the start of the result notification part (time point t1). When the sub-control CPU 50a inputs a production part designation command instructing the start of the result notification part, it controls to end the time shortening final deviation part in the time shortening final deviation production and start the result notification part. Further, as the variable time of the special game ends, the main control CPU 41a controls to cause the special symbol to be fixedly stopped and displayed and output a command to stop all symbols (time point t2). When the sub-control CPU 50a inputs the command to stop all symbols, it controls to fixedly stop and display the production symbol.

[0169] After that, when a predetermined interval time elapses after the special symbol is fixedly stopped and displayed, the main control CPU 41a controls to start the next special game and output a variable pattern designation command (time point t3). Then, the sub-control CPU 50a controls the production device group to execute production with production content corresponding to the variable pattern designated by the variable pattern designation command.

[0170] Next, the flow of production when the power supply to the pachinko game machine 10 is cut off during the execution of the special game and then the power supply is restored will be described. When the power supply to the pachinko game machine 10 is cut off during the execution of the special game, the main control CPU 41a stops measuring the variable time of the special game. At this time, in the main control RAM 41c, information such as the result of the special winning lottery regarding the special game being executed, the determined variable pattern, and the time elapsed since the start of the special game is held by the power supplied from the backup power supply. When the power supply to the pachinko game machine 10 is restored, the main control CPU 41a resumes the game based on the information held by the main control RAM 41c. Specifically, the main control CPU 41a controls to resume the special game that was being executed when the power supply to the pachinko game machine 10 was cut off and resume measuring the variable time of the special game.

[0171] Also, when the power supply to the pachinko gaming machine 10 resumes, the sub-control CPU 50a controls the production limit period that restricts the execution of various effects until a predetermined command is input from the main control CPU 41a. That is, when the power supply to the pachinko gaming machine 10 is cut off and then the power supply to the pachinko gaming machine 10 resumes, the sub-control CPU 50a can control the limit period that restricts the effects for a predetermined period after the power supply resumes. Specifically, in the production limit period of the present embodiment, the execution of each production part in the production content defined in the variation pattern is restricted. Also, in the production limit period of the present embodiment, the execution of various pre-reading effects is restricted. Also, in the production limit period, information that can identify that it is during the production limit period may be presented. For example, in the production limit period, an image that can identify that it is during the production limit period may be displayed on the production display device 12.

[0172] In the present embodiment, the commands that trigger the end of the production limit period include a variation pattern designation command, a standby state command, a special hit game start command, and a big hit game start command. That is, in the present embodiment, the conditions for the end of the production limit period include the game start end condition when the next special game starts, the standby state start end condition when shifting to the standby state, and the hit game start end condition when a special hit game or a big hit game starts. Also, in the present embodiment, the commands that trigger the end of the production limit period include a production part designation command that instructs the start of the result notification part that notifies that the currently executed special game is a hit. That is, in the present embodiment, the conditions for the end of the production limit period include the result notification part start end condition when the result notification part that notifies that the currently executed special game is a hit is started.

[0173] Hereinafter, a specific example of the flow of effects when the power supply to the pachinko gaming machine 10 is cut off during the execution of a special game and then the power supply resumes will be described together with the control of the main control CPU 41a and the sub-control CPU 50a.

[0174] In the example shown in FIG. 9(b), the power supply to the pachinko machine 10 is cut off during the execution of a special game with a specific number of operating times after being controlled to the time-saving state, and then the power supply is restored. The flow of the effect in this case will be described. Also, in this example, it is assumed that the special game being executed when the power supply to the pachinko machine 10 is cut off is a losing special game. That is, in this example, the flow of the effect when the power supply to the pachinko machine 10 is cut off during the execution of the special game with the second variation content and then the power supply is restored will be described.

[0175] In this case, the main control CPU 41a outputs a variation pattern designation command along with the start of the special game (time point t10). The sub-control CPU 50a controls the effect device group to execute an effect according to the effect content corresponding to the variation pattern designated by the variation pattern designation command, triggered by the input of the variation pattern designation command. In this example, it is assumed that the 6th variation pattern, which is a variation pattern determinable in the special game with a specific number of operating times after being controlled to the time-saving state among the variation patterns for losing, is designated. In this case, the sub-control CPU 50a controls to start the time-saving final variation part in the time-saving final variation losing effect.

[0176] And in this example, it is assumed that the power supply to the pachinko machine 10 is cut off during the execution of the time-saving final variation part in the time-saving final variation losing effect and then the power supply is restored (time points t11 to t12). In this case, the main control CPU 41a controls to resume the special game that was being executed at the time of the power supply cut-off along with the restoration of the power supply, and also to resume the measurement of the variation time of the special game. Also, the sub-control CPU 50a controls to the effect limit period that restricts the execution of various effects along with the restoration of the power supply.

[0177] Thereafter, the main control CPU 41a outputs a production part designation command instructing the start of the result notification part (time point t13). In this example, the result notification part is executed with production content for notifying that the ongoing special game has been lost. In this case, the sub-control CPU 50a does not end the production deadline period upon receiving the production part designation command. For this reason, the sub-control CPU 50a controls so as not to start the result notification part in the time-limit final deviation loss production upon receiving the production part designation command instructing the start of the result notification part.

[0178] Also, as the variable time of the special game ends, the main control CPU 41a controls to cause the special symbol to be fixedly stopped and displayed and to output an all-symbol stop command (time point t14). When the sub-control CPU 50a receives the all-symbol stop command, it controls to fixedly stop and display the production symbol. Also in this case, the sub-control CPU 50a does not end the production deadline period.

[0179] Then, when a predetermined interval time has elapsed since the special symbol has been fixedly stopped and displayed, the main control CPU 41a controls to start the next special game and to output a variable pattern designation command (time point t15). Then, when the sub-control CPU 50a receives the variable pattern designation command, it ends the production deadline period and controls the production device group to execute production with production content corresponding to the variable pattern designated by the variable pattern designation command. That is, the sub-control CPU 50a controls to end the production deadline period upon the establishment of the game start / end condition.

[0180] Thus, in this embodiment, when the power supply to the pachinko gaming machine 10 is cut off during the execution of a special game with a number of operating times after being controlled to the time-saving state and then the power supply is restored, the production deadline period can be ended at the timing when the game start / end condition is satisfied. That is, in this embodiment, the production deadline period may end at the timing when the game start / end condition is satisfied when the power supply to the pachinko gaming machine 10 is cut off during the execution of a special game other than the number of operating times after being controlled to the time-saving state and then the power supply is restored. In this embodiment, the timing when the game start / end condition is satisfied corresponds to the first trigger.

[0181] Also, in the example shown in FIG. 9(c), the flow of the production when the power supply to the pachinko gaming machine 10 is cut off during the execution of a special game other than the number of operating times after being controlled to the time-saving state and then the power supply is restored will be described. Also, in this example, it is assumed that the special game being executed when the power supply to the pachinko gaming machine 10 is cut off is a winning special game. That is, in this example, the flow of the production when the power supply to the pachinko gaming machine 10 is cut off during the execution of a special game with the first variation content and then the power supply is restored will be described.

[0182] In this case, the main control CPU 41a outputs a variation pattern designation command upon the start of a special game (time point t20). The sub-control CPU 50a controls the effect device group to execute an effect with the effect content corresponding to the variation pattern designated by the variation pattern designation command, triggered by the input of the variation pattern designation command. In this example, it is assumed that the 9th variation pattern, which is a winning variation pattern, is designated. In this case, the sub-control CPU 50a controls to start the pre-reach part in the effect for each second super reach. Subsequently, the main control CPU 41a outputs an effect part designation command instructing the start of the second super reach part (time point t21). When the sub-control CPU 50a inputs the effect part designation command instructing the start of the second super reach part, it controls to end the pre-reach part in the effect for each second super reach and start the second super reach part.

[0183] And in this example, it is assumed that the power supply to the pachinko gaming machine 10 is cut off during the execution of the second super reach part in the effect for each second super reach, and then the power supply is restored (time points t22 to t23). In this case, the main control CPU 41a controls to resume the special game that was being executed at the time of the power supply cut-off and resume the measurement of the variation time of the special game, along with the restoration of the power supply. Also, the sub-control CPU 50a controls to an effect limit period that limits the execution of various effects, along with the restoration of the power supply.

[0184] After that, the main control CPU 41a outputs an effect part designation command instructing the start of the result notification part (time point t24). In this example, the result notification part is executed with the effect content that notifies that the special game being executed is a winning game. For this reason, the sub-control CPU 50a controls to end the effect limit period and start the result notification part in the effect for each second super reach with the effect content that notifies that the special game being executed is a winning game, triggered by the input of the effect part designation command. That is, the sub-control CPU 50a controls to end the effect limit period, triggered by the establishment of the start end condition at the start of the result notification part.

[0185] Then, as the variable time of the special game ends, the main control CPU 41a controls to cause the special symbol to be stopped and displayed in a fixed state and to output a command for stopping all symbols (time point t25). When the sub-control CPU 50a receives the command for stopping all symbols, it controls to cause the effect symbol to be stopped and displayed in a fixed state. Also, when a predetermined interval time has elapsed since the special symbol has been stopped and displayed in a fixed state, the main control CPU 41a controls to start a winning game and to output a command that can identify the start of the winning game (time point t26). In addition, when winning a big win in the special winning lottery, the main control CPU 41a controls to start a big win game and to output a big win game start command that can identify the start of the big win game. On the other hand, when winning a special win in the special winning lottery, the main control CPU 41a controls to start a special win game and to output a special win game start command that can identify the start of the special win game. After that, as the winning game ends, the main control CPU 41a controls to start the next special game and to output a variable pattern designation command (time point t27). Then, when the sub-control CPU 50a receives the variable pattern designation command, it controls the effect device group to end the effect deadline period and to execute an effect with an effect content corresponding to the variable pattern designated by the variable pattern designation command.

[0186] Also, although not shown, a case where the power supply to the pachinko gaming machine 10 is cut off during the execution of the result notification part in the second super reach win effect and the power supply is then restored will be described. In this case, when the sub-control CPU 50a controls the effect deadline period with the restoration of the power supply, then, triggered by the input of a command that can identify the start of the winning game, it controls to end the effect deadline period. That is, the sub-control CPU 50a controls to end the effect deadline period triggered by the establishment of the end condition at the start of the winning game.

[0187] As described above, in the present embodiment, when the power supply to the pachinko gaming machine 10 is cut off during the execution of a winning special game and then the power supply is restored, the sub-control CPU 50a can end the production deadline period at the timing when the start / end condition of the result notification part is satisfied, or at the timing when the start / end condition of the winning game is satisfied. That is, in the present embodiment, when the power supply to the pachinko gaming machine 10 is cut off while a special game is being executed with the first variation content and then the power supply is restored, the production deadline period may end at a timing different from the timing when the next special game after the special game being executed when the power supply was cut off is started. In the present embodiment, the timing when the start / end condition of the result notification part is satisfied and the timing when the start / end condition of the winning game is satisfied correspond to the second trigger.

[0188] In particular, both the timing when the start / end condition of the result notification part is satisfied and the timing when the start / end condition of the winning game is satisfied are timings that come before the timing when the start / end condition of the game is satisfied.

[0189] In the example shown in FIG. 10, it is assumed that the power supply to the pachinko gaming machine 10 is cut off during the execution of a special game and then the power supply is restored, and the special game to be executed next after the special game being executed when the power supply is cut off is not reserved. In this example, similar to the example shown in FIG. 9(b), it is assumed that the special game being executed when the power supply is cut off is a losing special game and is executed based on the sixth variation pattern.

[0190] In this case, various controls are executed in the same manner as in the example shown in FIG. 9(b) (from time point t30 to time point t34) from the start of the special game until the special symbol is fixedly stopped and displayed in the special game.

[0191] Then, when a predetermined interval time elapses after the special symbol is stopped and displayed, the main control CPU 41a controls to enter the standby state and controls to output a standby state command (time point t35). Then, when the sub-control CPU 50a receives the standby state command, it ends the production deadline period and controls the production device group to start the production for the standby state. That is, the sub-control CPU 50a controls to end the production deadline period when the start / end condition of the standby state is satisfied.

[0192] As described above, in this embodiment, when the power supply to the pachinko gaming machine 10 is cut off during the execution of the special game with the number of operating times in the time-saving state, and then the power supply is restored, the sub-control CPU 50a can end the production deadline period at the timing when the start / end condition of the standby state is satisfied. That is, in this embodiment, the production deadline period is the case where the power supply to the pachinko gaming machine 10 is cut off when the special game is being executed with the second variation content, and then the power supply is restored, and when the execution of the next special game is not pending, it may end at the timing when the start / end condition of the standby state is satisfied. In this embodiment, the timing when the start / end condition of the standby state is satisfied corresponds to the third trigger.

[0193] The effects of this embodiment will be described. (1) When in the time-saving state, by varying the types of variable patterns determinable when the first special game is executed and when the second special game is executed, the feasible effects can be varied to bring changes to the game. Moreover, even when in the time-saving state, when the special game is executed with the first variable content, the same ultra-short reduction per effect can be executed when the first special game is executed and when the second special game is executed. Further, even when in the time-saving state, when the special game is executed with the second variable content, the same time-saving final variable deviation effect can be executed when the first special game is executed and when the second special game is executed. According to this, even when in the time-saving state, under specific circumstances, the same kind of effects can be enjoyed with the first special game and the second special game.

[0194] (2) In particular, the first variable content is the variable content when a big win symbol or a special win symbol is determined as the determined stop symbol, and the second variable content is the variable content when a losing symbol is determined as the determined stop symbol. Therefore, according to this embodiment, when in the time-saving state, regardless of whether it is a big win or a special win or a loss, the same kind of effects can be enjoyed with the first special game and the second special game.

[0195] (3) The second variable content is the case when the special game of the number of operating times is executed after being controlled to the time-saving state, and it is the variable content determinable when a losing symbol is determined as the determined stop symbol derived in the special game. Therefore, in this embodiment, especially when the special game of the number of operating times after being controlled to the time-saving state results in a loss, the same kind of effects can be enjoyed regardless of whether the first special game or the second special game is executed.

[0196] (4) The first variable content is a variable content that can be determined regardless of whether the jackpot symbol or the special winning symbol is determined as the determined stop symbol derived from the special game of the number of operating times after being controlled to the time-saving state, or whether the jackpot symbol or the special winning symbol is determined as the determined stop symbol derived from the special game other than the number of operating times after being controlled to the time-saving state. Therefore, in this embodiment, when a jackpot or a special win occurs during the time-saving state, regardless of whether it is the special game of the number of operating times after being controlled to the time-saving state, the same performance can be enjoyed when either the first special game or the second special game is executed.

[0197] (5) When the power supply is cut off and restored while the special game is being executed with the second variable content, the production deadline ends before the timing when the next special game of the special game being executed when the power supply was cut off starts. On the other hand, when the power supply is cut off and restored while the special game is being executed with the first variable content, the production deadline can end at a timing different from the timing when the next special game of the special game being executed when the power supply was cut off starts. According to this, the production deadline can be ended at an appropriate timing according to the variable content of the special game being executed when the power supply was cut off.

[0198] (6) In particular, when the power supply is cut off and restored while the special game is being executed with the first variable content, the production deadline can end at a timing earlier than the timing when the next special game of the special game being executed when the power supply was cut off starts. According to this, when the special game being executed when the power supply was cut off results in a jackpot or a special win, the production deadline can be ended at a timing earlier than when the special game misses, so that the player's interest can be improved.

[0199] (7) When the power supply is cut off and then restored while a special game is being executed according to the second variation content, and when the next special game after the special game being executed when the power supply was cut off is not on hold, the production deadline period ends with the start of the standby state. According to this, it is possible to reduce the annoyance caused by the production deadline period not ending.

[0200] (8) When in the time-saving state, while it is possible to execute a preview production for the second special game, no preview production is executed for the first special game. Therefore, when the second special game is executed during the time-saving state, it is possible to make the player enjoy the game with a sense of specialness.

[0201] (9) In particular, when a preview production is executed during the time-saving state, since the hit expectancy of the second special game is suggested by the preview production, it is possible to improve the interest of the player who expects the second special game to be a hit.

[0202] (10) Also, when not in the time-saving state, while it is possible to execute a preview production for the first special game, no preview production is executed for the second special game. Therefore, when the first special game is executed during the non-time-saving state, it is possible to make the player enjoy the game with a sense of specialness.

[0203] (11) In particular, when a preview production is executed during the non-time-saving state, since the hit expectancy of the first special game is suggested by the preview production, it is possible to improve the interest of the player who expects the first special game to be a hit.

[0204] (12) When a special game is executed according to the first variation content during the time-saving state, the execution ratio of the production during the jackpot game given after the end of the special game is different when the first special game is executed and when the second special game is executed. Therefore, it is possible to diversify the production and make the player enjoy the game.

[0205] (13) On the other hand, when a special game is executed with the first variation content during the time-saving state, it is possible to execute the same jackpot game presentation while varying the execution ratio of the presentation during the jackpot game between when the first special game is executed and when the second special game is executed. According to this, when a special game is executed with the first variation content during the time-saving state, not only during the execution of the special game but also during the jackpot game given after the end of the special game, the presentation can be enjoyed in the same way between when the first special game is executed and when the second special game is executed.

[0206] This embodiment can be implemented with the following modifications. This embodiment and the following modification examples can be implemented in combination with each other within a technically non-contradictory range.

[0207] · The types of presentations executable during the jackpot game may be changed as appropriate. For example, when a special game is executed with the first variation content during the time-saving state, in the jackpot game given after the end of the special game, the same jackpot game presentation may not be executed between when the first special game is executed and when the second special game is executed. Also, when a special game is executed with the first variation content during the time-saving state, the execution ratio of the presentation during the jackpot game given after the end of the special game may be the same between when the first special game is executed and when the second special game is executed.

[0208] · When a win occurs during the time-saving state, the execution time of some or all of the presentations executed during the jackpot game given thereafter may be made different between when the first special game is executed and when the second special game is executed.

[0209] ·When the first special game wins during the time-saving state and when the second special game wins during the time-saving state, at least part of the effects executed during the big win game in the effect device group may be the same. That is, when the first special game wins during the time-saving state and when the second special game wins during the time-saving state, as part of the effects executed during the big win game in the effect device group, the same specific effect may be executed. Also, when the first special game wins during the time-saving state and when the second special game wins during the time-saving state, during a part of the period in which the special game is executed, the same specific effect may be executed.

[0210] ·When a special game is executed with the first variation content during the non-time-saving state, the execution ratio of the effects during the big win game given after the end of the special game may be the same or different when the first special game is executed and when the second special game is executed. Also, when a special game is executed with the first variation content during the non-time-saving state, during the big win game given after the end of the special game when the first special game is executed and when the second special game is executed, the same big win game effect may be executable or different big win game effects may be executed.

[0211] ·The number and types of pre-reading effects may be changed as appropriate. For example, among the first pre-reading effect, the second pre-reading effect, and the third pre-reading effect, some or all of the pre-reading effects may not be provided.

[0212] ·When the power supply to the pachinko gaming machine 10 is cut off during the execution of the pre-reading effect and then the power supply is restored, the effect executed after the restoration of the power supply may be set as appropriate. For example, when the power supply to the pachinko gaming machine 10 is cut off during the execution of the pre-reading effect and then the power supply is restored, and when the power supply to the pachinko gaming machine 10 is cut off during the non-execution of the pre-reading effect and then the power supply is restored, the same effect may be executable or different effects may be executable after the restoration of the power supply.

[0213] · The effects executable in each gaming state may be changed as appropriate. For example, during the non-time-limited state, the preview effect may not be executed. Also, during the time-limited state, the preview effect may not be executed. Further, an effect different from the preview effect may be executable. For example, during the execution of a special game, a suggestive effect indicating the winning expectancy in the special game may be executable. At this time, when in the non-time-limited state, the sub-control CPU 50a may make it possible to execute a suggestive effect indicating the winning expectancy in the special game during the execution of the first special game, while when the second special game is being executed, the suggestive effect may not be executed. Also, when in the time-limited state, the sub-control CPU 50a may make it possible to execute a suggestive effect indicating the winning expectancy in the special game during the execution of the second special game, while when the first special game is being executed, the suggestive effect may not be executed.

[0214] · The conditions for ending the effect deadline period may be changed as appropriate. For example, as conditions for ending the effect deadline period, among the game start end condition, standby state start end condition, winning game start end condition, and result notification part start end condition, some or all of these conditions may not be provided, or different conditions from these may be provided. For example, the sub-control CPU 50a may end the effect deadline period upon the input of the all symbols stop command. Also, regardless of the content of the effect part specified by the effect part designation command, the sub-control CPU 50a may end the effect deadline period upon the input of the effect part designation command.

[0215] · The conditions for ending the performance period may vary depending on the situation when the power supply to the pachinko gaming machine 10 is interrupted. For example, the conditions for ending the performance period may be different when the power supply to the pachinko gaming machine 10 is interrupted while a special game is being executed with the first variation content and then the power supply is restored, and when the power supply to the pachinko gaming machine 10 is interrupted while a special game is being executed with the first variation content and then the power supply is restored. At this time, when the power supply to the pachinko gaming machine 10 is interrupted while a special game is being executed with the first variation content and then the power supply is restored, the performance period may be ended at a predetermined timing until the timing when the next special game after the special game being executed when the power supply was interrupted starts. For example, the sub-control CPU 50a may end the performance period upon receiving an input of an all-symbol stop command. Also, when the power supply to the pachinko gaming machine 10 is interrupted while a special game is being executed with the second variation content and then the power supply is restored, the performance period may be ended at a timing different from the timing when the next special game after the special game being executed when the power supply was interrupted starts. For example, the sub-control CPU 50a may not end the performance period upon receiving an input of a performance part designation command, but may end the performance period upon receiving an input of a special win game start command or a big win game start command. Note that the timing when the performance period ends when the power supply to the pachinko gaming machine 10 is interrupted and restored while a special game is being executed with the second variation content may be a timing that comes later than the timing when the performance period ends when the power supply is interrupted and restored while a special game is being executed with the first variation content.

[0216] · It may be embodied in a gaming machine that does not output a performance part designation command. In this case, the sub-control CPU 50a may measure the time elapsed since the input of the variation pattern designation command and execute various performances based on the result of the measurement.

[0217] ·The number and types of variation patterns may be changed as appropriate. Also, the variation patterns that can be determined when the per-win games are executed in each gaming state may be changed as appropriate. ·When a predetermined variation pattern is specified by the variation pattern designation command, the sub-control CPU 50a may determine any one of the plurality of types of production contents. At this time, the sub-control CPU 50a may determine the production content according to the current gaming situation.

[0218] ·In a predetermined gaming state, the executable productions are different when the special game is executed and when the normal game is executed. On the other hand, the game machine may be embodied such that the same production can be executed when the special game is executed with a predetermined variation content and when the normal game is executed with a predetermined variation content. For example, in a predetermined gaming state, the sub-control CPU 50a may be able to execute the same production when the special game is a win and when the normal game is a win, or may be able to execute the same production when the special game is a loss and when the normal game is a loss.

[0219] ·When in the time-shortened state, at least a part of the productions executed in the production device group may be the same when the first special game is a win and when the second special game is a win. That is, when in the time-shortened state, when the first special game is a win and when the second special game is a win, the same first production may be executed as a part of the productions executed in the production device group. Also, when in the time-shortened state, when the first special game is a win and when the second special game is a win, the same first production may be executed during a part of the period in which the special game is executed.

[0220] ·When in the time-saving state, at least a part of the effects executed in the effect device group may be the same when the first special game fails after the number of operating times since being controlled to the time-saving state and when the second special game fails after the number of operating times since being controlled to the time-saving state. That is, when in the time-saving state, at least a part of the effects executed in the effect device group may be the same when the first special game fails after the number of operating times since being controlled to the time-saving state and when the second special game fails after the number of operating times since being controlled to the time-saving state. Also, when in the time-saving state, at least a part of the effects executed in the effect device group may be the same when the first special game fails after the number of operating times since being controlled to the time-saving state and when the second special game fails after the number of operating times since being controlled to the time-saving state. That is, the same second effect may be executed as a part of the effects executed in the effect device group. Further, when in the time-saving state, at least a part of the effects executed in the effect device group may be the same when the first special game fails after the number of operating times since being controlled to the time-saving state and when the second special game fails after the number of operating times since being controlled to the time-saving state. That is, the same second effect may be executed during a part of the period in which the special game is executed.

[0221] ·The number and types of jackpots may be changed as appropriate. ·The number and types of special wins may be changed as appropriate. For example, for each special win, the type of game state controlled after a jackpot game occurs in the special win game may be changed.

[0222] ·In special winning games, the control when the game ball does not pass through the specific area may be changed as appropriate. For example, in the case of winning a special win in the first special game, when the game ball does not pass through the specific area in the special winning game based on the special win, and in the case of winning a special win in the second special game, when the game ball does not pass through the specific area in the special winning game based on the special win, various subsequent controls may be made different. Specifically, the production content after the end of the special winning game may be made different, or the game state after the end of the special winning game may be made different. Also, in the case of winning a special win in the first special game, when the game ball does not pass through the specific area in the special winning game based on the special win, and in the case of winning a special win in the second special game, when the game ball does not pass through the specific area in the special winning game based on the special win, various subsequent controls may be made the same.

[0223] ·In special winning games, a non-pass special win in which the game ball substantially does not pass through the specific area may be provided. For example, the main control CPU 41a may operate the first special opening / closing piece 19 in an operation pattern in which the game ball does not substantially win in the first big winning port 18 for a predetermined special winning game. Also, the main control CPU 41a may operate the first special opening / closing piece 19 and the distribution shutter 28 in an operation pattern in which the game ball can enter the first big winning port 18 but substantially does not pass through the first passage 26a. In this case, when winning a non-pass special win in the first special game and the game ball passes through the specific area in the special winning game based on the non-pass special win, and when winning a non-pass special win in the second special game and the game ball passes through the specific area in the special winning game based on the non-pass special win, various subsequent controls may be made different. For example, the production content after the game ball passes through the specific area in the special winning game may be made different, or the production content in the big winning game may be made different. Also, the game state after the end of the big winning game may be made different.

[0224] · In the case of a special winning game including a passing special winning game in which a game ball can pass through a specific area and a non-passing special winning game in which a game ball substantially does not pass through a specific area, for the passing special winning game and the non-passing special winning game, part or all of the effects executed when the game ball does not pass through the specific area in the special winning game may be made different. Also, for the passing special winning game and the non-passing special winning game, when the game ball does not pass through the specific area in the special winning game, the effects executed during at least part of the period may be made different. Similarly, for the passing special winning game and the non-passing special winning game, part or all of the effects executed when the game ball passes through the specific area in the special winning game may be made different. Also, for the passing special winning game and the non-passing special winning game, when the game ball passes through the specific area in the special winning game, the effects executed during at least part of the period may be made different.

[0225] · When the power supply to the pachinko gaming machine 10 is cut off during the execution of the special winning game and then the power supply is restored, for the case where the game ball passes through the specific area after the restoration of the power supply and the case where it does not pass through the specific area, part or all of the control after the end of the special winning game may be the same. For example, the sub-control CPU 50a may make part or all of the effects and notifications executed when the game ball passes through the specific area after the restoration of the power supply and when it does not pass through the specific area the same. Specifically, the sub-control CPU 50a may make part or all of the display mode of the image by the effect display device 12, the output mode of the sound by the speaker SP, and the light emission mode of the decoration lamp LA the same when the game ball passes through the specific area after the restoration of the power supply and when it does not pass through the specific area.

[0226] · It may be embodied in a gaming machine that does not have a jackpot symbol for the special symbol. That is, the jackpot game may be caused only when the game ball passes through the specific area in the special winning game.

[0227] · It may be embodied in a gaming machine that does not have a special winning symbol for the special symbol. That is, the jackpot game may be caused only when winning the jackpot in the special winning lottery. ·The end condition of the time-saving state may be changed as appropriate. For example, the time-saving state may not end when a special hit occurs.

[0228] ·It may be embodied in a gaming machine having a probability variation function that varies the probability of winning a jackpot in a special hit lottery. For example, it may be embodied in a pachinko gaming machine that shifts the gaming state from a low-probability state to a high-probability state after the end of a jackpot game on the condition of winning a specific jackpot. Also, for example, it may be embodied in a pachinko gaming machine (so-called V probability variation machine) that shifts the gaming state from a low-probability state to a high-probability state after the end of a jackpot game on the condition that a gaming ball is detected by a specific passage sensor SE5 during the jackpot game.

[0229] ·The sub-control board 50 may be used as a sub-master control board, and separately from the sub-control board 50, a display control board that specifically controls the effect display device 12, an audio control board that specifically controls the speaker SP, and a lamp control board that specifically controls the decorative lamp LA may be provided individually. Also, some or all of the display control board, the audio control board, and the lamp control board may be the same board. Also, the sub-control CPU 50a may be composed of a plurality of CPUs mounted on a single board.

[0230] ·The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. Also, the functions of the main control board 40 may be realized by being divided among a plurality of boards. The main control CPU 41a may be composed of a plurality of CPUs mounted on a single board.

[0231] ·It may be embodied in a pachinko gaming machine that does not execute an effect game. In this case, a special symbol may be displayed on the effect display device 12. Describe the technical idea that can be grasped from the above embodiments and modification examples.

[0232] (Appendix 1) In a gaming machine capable of executing a variable game in which symbols are varied based on the result of a predetermined lottery, the gaming machine includes lottery means for conducting the lottery, state control means for controlling the gaming state, effect execution means for executing an effect, and effect control means for controlling the effect execution means. The gaming state includes a first gaming state and a second gaming state, and the degree of advantage for the player is different between the first gaming state and the second gaming state. The variable content of the variable game includes a first variable content and a second variable content. The first variable content is a variable content that can be determined when a favorable result is obtained in the lottery by the lottery means, and the second variable content is a variable content that can be determined when an unfavorable result that is more unfavorable than the favorable result is obtained in the lottery by the lottery means. The variable game includes a first variable game and a second variable game. The first variable game is executed based on the result of a first lottery among the lotteries by the lottery means, and the second variable game is executed based on the result of a second lottery among the lotteries by the lottery means. When the gaming machine is in the second gaming state, the effects executable by the effect execution means are different when the first variable game is executed and when the second variable game is executed. Even when the gaming machine is in the second gaming state, the same first effect can be executed by the effect execution means when the first variable game is executed with the first variable content and when the second variable game is executed with the first variable content. Also, even when the gaming machine is in the second gaming state, the same second effect can be executed by the effect execution means when the first variable game is executed with the second variable content and when the second variable game is executed with the second variable content. A gaming machine characterized by the above is provided.

[0233] (Appendix 2) The gaming machine according to Appendix 1, wherein when the gaming machine is in the second gaming state, a special effect can be executed when the second variable game is executed, and the special effect is not executed when the first variable game is executed.

[0234] (Appendix 3) The gaming machine according to Appendix 1 or Appendix 2, wherein the second variable content is a variable content that can be determined when the variable game results in an unfavorable outcome after a specific number of times since the control to the second gaming state.

[0235] (Appendix 4) The gaming machine according to Appendix 3, wherein the first variable content is a variable content that can be determined regardless of whether the variable game results in a favorable outcome after the specific number of times since the control to the second gaming state or the variable game results in a favorable outcome after a number of times other than the specific number of times since the control to the second gaming state.

Explanation of Signs

[0236] CL... Center line GH... Image display unit HD... Launch handle LA... Decoration lamp (effect execution means) R1... First path R1a... Left area R2... Second path R2a... Right area SE1... First start winning sensor SE2... Second start winning sensor SE3... First count sensor SE4... Second count sensor SE5... Specific passage sensor SE6... Gate sensor SL1... First solenoid SL2... Second solenoid SL3... Third solenoid SL4... Fourth solenoid SP... Speaker (effect execution means) W... Center frame YB... Pachinko game board YBa... Gaming area YBb... Opening window 10... Pachinko gaming machine 12... Effect display device (effect execution means) 13... Information display device 13a... First special symbol display unit 13b... Second special symbol display unit 13c... First special hold display unit 13d... Second special hold display unit 13e... Normal symbol display unit 13f... Normal hold display unit 14... First start winning opening 15... Second start winning opening 16... Normal opening and closing piece 18... First big winning opening 19... First special opening and closing piece 20... Second big winning opening 21... Second special opening and closing piece 23... Gate 23a... Gate opening 26... Passage 26a... First passage 26b... Second passage 27... Branch section 28... Distribution shutter 40... Main control board 41... Microprocessor 41a... Main control CPU (lottery means, state control means) 41b... Main control ROM 41c... Main control RAM 50... Sub-control board 50a... Sub-control CPU (effect control means) 50b... Sub-control ROM 50c... Sub-control RAM

Claims

【Claim 1】 In a gaming machine capable of executing a variable game in which symbols are varied based on the result of a predetermined lottery, lottery means for conducting the lottery, state control means for controlling the gaming state, effect execution means for executing an effect, effect control means for controlling the effect execution means, and the gaming state includes a first gaming state and a second gaming state, the degree of advantage for the player is different between the first gaming state and the second gaming state, the variable contents of the variable game include a first variable content and a second variable content, the first variable content is a variable content determinable when a favorable result is obtained in the lottery by the lottery means, the second variable content is a variable content determinable when an unfavorable result that is more unfavorable than the favorable result is obtained in the lottery by the lottery means, the variable game includes a first variable game and a second variable game, the first variable game is to be executed based on the result of a first lottery among the lotteries by the lottery means, the second variable game is to be executed based on the result of a second lottery among the lotteries by the lottery means, when in the second gaming state, the effects executable by the effect execution means are different between when the first variable game is executed and when the second variable game is executed, even when in the second gaming state, the same first effect can be executed by the effect execution means between when the first variable game is executed with the first variable content and when the second variable game is executed with the first variable content, and even when in the second gaming state, the same second effect can be executed by the effect execution means between when the first variable game is executed with the second variable content and when the second variable game is executed with the second variable content. A gaming machine characterized by this.

Citation Information

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