Game machine
The gaming machine addresses the lack of interest in pachinko games by implementing variable games with different states and effects based on lotteries, enhancing player engagement through diverse outcomes and experiences.
Patent Information
- Application Number
- JP2023220908
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-27
- Publication Date
- 2025-07-09
AI Technical Summary
Existing pachinko gaming machines lack mechanisms to enhance player interest by varying game effects and outcomes based on different gaming states and lottery results.
A gaming machine that executes variable games with different gaming states and effects, utilizing lottery means for determining game outcomes, state control means for managing gaming states, and effect execution means for varying game effects, allowing different effects and execution ratios based on lottery results.
Enhances player interest by providing varied and engaging game experiences through distinct gaming states and effects, increasing the appeal and excitement of the game.
Smart Images

Figure 2025103486000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, some pachinko gaming machines, which are a type of gaming machine, are capable of executing multiple types of variable games. Further, 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 includes 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 effects to be executed.
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 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. 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 executed based on the result of a first lottery among the lotteries by the lottery means. The second variable game is 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 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 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. Even when 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. The execution ratio or execution time of the effect during the winning game given after the end of the variable game when the variable game is executed with the first variable content during the second gaming state is different between when the first variable game is executed and when the second variable game is executed. This is the gist of the matter.
Advantages 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 a pachinko gaming machine will be described. In the following description, up, down, left, right, front (front side), and back (back side) indicate the respective directions when viewed from the player. As shown in FIG. 1, a 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. By outputting sounds such as music and sound effects, the speaker SP can execute various notifications (hereinafter referred to as voice notifications) and various effects (hereinafter referred to as voice effects). In the present embodiment, the speaker SP corresponds to an effect execution means for executing an effect. 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, flashing, and extinguishing the light emitter. In the present embodiment, the decorative lamp LA corresponds to an effect execution means for executing an effect.
[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 a game ball can flow down is formed. In the present embodiment, the game ball fired by operating the firing handle HD reaches 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 unit GH capable of displaying an image. The effect display device 12 is assembled to the game board YB so that the image display unit GH can be visually recognized through the opening window YBb (center frame W) of the game board YB when viewed from the front. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The effect display device 12 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 an effect execution means for executing an effect.
[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 visually recognize 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 for the first special symbol is abbreviated as the "first special winning lottery", and the special winning lottery for the second special symbol is abbreviated as the "second special winning lottery". Also, the first special symbol variation game is abbreviated as the "first special game", and the second special symbol variation game is abbreviated as the "second special game". Further, the first special game and the second special game are collectively referred to as the "special game". 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 win 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 given 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 this 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 this 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 can execute a normal symbol variation game that variably displays a predetermined symbol and finally stops and displays the normal symbol. 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 this 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 this embodiment, the maximum value of the normal hold count is "1". Note that each display unit in the information display device 13 does not necessarily need 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 indicating 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 a prize ball 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 a prize ball 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 a prize ball 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-like 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 receive the game ball. 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 allowing a game ball to enter in order to satisfy the conditions for awarding a prize ball. 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 condition for awarding one game ball as a prize ball is satisfied.
[0023] The pachinko gaming machine 10 includes a first special opening / 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 / closing piece 19 may be a door-like member that opens and closes the first big winning opening 18. The first special opening / 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 / 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 that have entered 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, by the operation of a fourth solenoid SL4 (see FIG. 4), sorts the game balls that have entered the first large winning opening 18 into the first passage 26a or the second passage 26b. The sorting shutter 28 operates so as to be able to take a first sorting state in which the game balls that have entered the first large winning opening 18 are sorted into the first passage 26a and a second sorting state in which they are sorted into the second passage 26b. The sorting shutter 28 operates in a predetermined operation pattern when predetermined operating conditions are satisfied.
[0026] The pachinko gaming machine 10 includes a specific passage sensor SE5 (see FIG. 4) that detects game balls that pass through a specific region within the first passage 26a among the game balls that have entered 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 that have entered 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 this triggers a jackpot, and a jackpot game is generated. In the present embodiment, sorting the game balls that have entered the first large winning opening 18 into either the first passage 26a or the second passage 26b can also be regarded as a winning lottery for accessories. In this case, the game balls that have entered the first large winning opening 18 being sorted into the first passage 26a corresponds to winning the jackpot in the winning lottery for accessories. In the following description, the jackpot that wins in the winning lottery for accessories may be referred to as a "jackpot for accessories" in some cases, and the jackpot game awarded when winning the jackpot in the winning lottery for accessories may be referred to as a "jackpot game based on the jackpot for accessories" in some cases. That is, the pachinko gaming machine 10 in the present embodiment is a gaming machine (so-called, "a machine that combines one type and two types") capable of awarding a jackpot game based on a symbol win and a jackpot game based on a jackpot for accessories.
[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 as compared with the open state or the state where 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 jackpot game occurs. That is, when a jackpot 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 jackpot 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 jackpot 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 starting 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 starting 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 gaming machine 10 configured as described above has a plurality of paths according to the launching 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. The plurality of paths include a first path R1 that flows down on the left side of the center frame W (the effect display device 12), and a second path R2 that flows down on 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 denoted as the left area R1a, and the area located on the right side of the center line CL is denoted 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 launch handle HD to adjust the launch intensity of the game ball. On the first path R1 (left area R1a), the first start winning opening 14 is open. Therefore, when the launch intensity is adjusted to be weak and the game ball is launched, 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. Therefore, when the launch intensity is adjusted to be strong and the game ball is launched, 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, launching the game ball toward the left area R1a by launching the game ball at a launch intensity at which the game ball is likely to flow down on the first path R1 may be referred to as "left hitting". Also, launching the game ball at a launch intensity at which the game ball is likely to flow 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 where the average fluctuation time of the special game is shorter than that of the non-time-saving state. Also, in the present embodiment, the time-saving state is a state where 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 where the ball entry rate of the game ball 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 the game ball into the second start winning opening 15 is improved compared to the non-time-saving state. In other words, in the present embodiment, the degree of advantage for the player is 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 the game ball into the second start winning opening 15 can be improved by performing any one of the three controls described below, or by combining a plurality of controls. The first control is a variable time shortening control of the normal pattern that shortens the variable time of the normal game. The second control is a probability variation control of the normal pattern that varies the probability of winning a normal win (normal winning probability) in the normal lottery to a high probability. The third control is an operation time extension control that lengthens the total operation time during which the normal movable piece 16 operates in the open state in one normal winning game. The operation time extension control may be at least one of a control that increases the number of operations during which the normal movable piece 16 operates in the open state in one normal winning game and a control that lengthens the operation time for one operation when the normal movable piece 16 operates in the open state in the normal winning 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 game machine 10 of this embodiment, the time-saving state may end when a special game is executed a predetermined number of times as the upper limit number of times of execution after being controlled to the time-saving state. In other words, in this embodiment, the end condition for ending the time-saving state includes a number end condition that is established when a special game is executed a predetermined number of times after being controlled to the time-saving state. In this embodiment, the number of times of operation when controlled to the time-saving state is 100 times.
[0041] Next, a special winning game in the pachinko gaming machine 10 of this embodiment will be described. The special winning game is started after the end of the special game in which the special symbol is derived. In the special winning game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the special winning game. In the special winning game, after the opening time has elapsed, a round game is performed in which the first large winning hole 18 is opened. That is, in this embodiment, if a special winning is won in a special lottery, a special winning game is generated in which the first large winning hole 18 is opened after a special symbol is derived in a special game. Then, in the special winning game, the first large winning hole 18 is closed when a ball entry condition in which a predetermined upper limit number of game balls enters or a time lapse condition in which a predetermined upper limit time has elapsed is met. That is, in this embodiment, the first special opening and closing piece 19 operates to an open state during the special winning game, and operates to a closed state when the ball entry condition or the time lapse condition is met. In this embodiment, a predetermined effect is performed during a round game. For example, the predetermined effect is a round effect that indicates that a round game in which the first large winning port 18 is opened is being played. After that, in the special winning game, a predetermined effect is performed for a predetermined ending time. For example, the predetermined effect is an ending effect that indicates the end of the special winning game. Then, the special winning game ends as the ending time passes.
[0042] Next, the jackpot game in this embodiment will be described. In the following description, when simply referring to a "jackpot game", it is intended to include both a "jackpot game based on a symbol hit" and a "jackpot game based on a bonus hit".
[0043] In the jackpot game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the second large prize winning hole 20 is opened is performed up to a predetermined upper limit number of times. One round game ends when a first round end condition 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. Also, in the jackpot game ZC, the upper limit number of rounds of the round game is set to 10. 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-shortened state. For example, after the end of each of the jackpot games ZB and ZC, it is controlled to the time-shortened state, and the number of operations in the time-shortened state is set to 100. On the other hand, when winning the jackpot ZA, after the end of the jackpot game ZA, it is controlled to the non-time-shortened 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 has a type of special winning game defined. The type of the special winning symbol can also be grasped as the type of the special win.
[0050] In this embodiment, the special winning symbols of the special symbol are classified into three groups of symbol Za, symbol Zb, and symbol Zc at a predetermined ratio. Specifically, in this embodiment, among 100 types of special winning symbols of the second special symbol, 10 types of special winning symbols are classified into symbol Za, 50 types of special winning symbols are classified into symbol Zb, and 40 types of special winning symbols are classified into 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 into symbol Za is referred to as "special win Za". Similarly, the special win based on the special winning symbol classified into symbol Zb is referred to as "special win Zb", and the special win based on the special winning symbol classified into 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 / closing piece 19 operates in a predetermined operation pattern. Specifically, in each of the special win games Za to Zc, the first special opening / 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 a 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 a 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, 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 referred to as a "specific condition".
[0055] As described above, in this embodiment, in each of the special winning games Za to Zc of the special winning games, 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 that has entered 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 games, 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 games, 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 games, 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 games 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 the 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 the 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 the 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 the 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 the 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 the 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 the jackpot games Za and Zb and the jackpot game Zc, the number of game balls that can be obtained in one jackpot game is different. Note that the "obtained" here 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 jackpot game based on the accessory win, it may be controlled to the time-saving state. For example, after the end of each jackpot game of the 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 the 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 a predetermined direction.
[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 symbol continues to be 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 symbol continues to be variably displayed in other symbol columns is referred to as a "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 a reach state is referred to as a "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, whereby a combination of effect symbols is derived. 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. Further, 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 gaming machine 10 will be described. As shown in FIG. 4, the pachinko gaming machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs a control signal such as a control command, which is an example of control information, according to the result of the process. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output 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 effect 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 the processing by the main control CPU 41a. In the present embodiment, the main control RAM 41c corresponds to a 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 a hardware random number. The microprocessor 41 may be able to generate a software random number by the 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 the 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 sub-control program. 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 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 random number generation processing 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 game 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 the winning lottery, information that can identify the variation pattern of the special game, information that can identify the special symbol derived in the special game, information that can identify the time elapsed since the start of the special game, and the like. Information related to winning games is information that can identify the progress of the 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 the high ball entry rate state is granted, 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 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 unless a locking device (not shown) is unlocked. 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 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 port 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 port 14, the main control CPU 41a determines whether the first special hold count stored in the main control RAM 41c is less than the upper limit number (4 in this embodiment). When the first special hold count is less than the upper limit number, the main control CPU 41a adds 1 to the first special hold count 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 count. In this way, the hold condition for the first special game is established when the game ball is detected by the first start winning sensor SE1 while the first special hold count is less than the upper limit number. At this time, the main control CPU 41a generates information (hereinafter referred to as the first hold count command) that can identify the updated first special hold count 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 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. For example, the random numbers are special winning random numbers used for the special winning lottery, special symbol random numbers used for the special symbol determination lottery, and variable pattern random numbers used for the determination of the variable pattern, etc. The main control CPU 41a stores the random number information so that it can be identified that it is the 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 numbers themselves or information obtained by processing the random numbers 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 first pre-reading processing based on the various random numbers for the first special game that have been acquired. In the first pre-reading processing, 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 processing, the main control CPU 41a may specify which winning symbol the value of the special symbol random number is a value that wins. In the first pre-reading processing, the main control CPU 41a may specify which variation pattern the value of the variation pattern random number is a value that wins. 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 reservation number 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 reservation number stored in the main control RAM 41c is less than the upper limit number (4 in this embodiment). When the second special reservation number is less than the upper limit number, the main control CPU 41a adds 1 to the second special reservation number and updates it. At this time, the main control CPU 41a controls the second special reservation display unit 13d to display information that can specify the updated second special reservation number. In this way, the reservation condition for the second special game is established when the second special reservation number 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 reservation number command) that can specify the updated second special reservation number 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 the 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 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 wins for. The main control CPU 41a transmits control information (hereinafter referred to as the 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 of executing 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 of executing 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. After that, 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 during the standby state is referred to as the "game period". In other words, in this embodiment, the game period is a period when 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 win lottery using the special win 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 win 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 win lottery using the special win 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 win lottery using the special win random number specified from the acquired random number information. Thus, in the present embodiment, by the main control CPU 41a performing the special win 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 one of 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 determined 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 distributed so that the probability of winning the special jackpot is higher 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 one of 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 determined stop symbol derived in the special game.
[0097] When the value of the special winning random number does not match either the big win determination value or the special win 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 the losing symbol. This determined special symbol becomes the confirmed stop symbol derived in the special game.
[0098] Then, when the main control CPU 41a determines the confirmed 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 this embodiment, there are a variation pattern for losing that can be determined when a losing symbol is determined as the confirmed stop symbol, and a variation pattern for winning that can be determined when a big win symbol or a special win symbol is determined as the confirmed stop symbol.
[0100] In this embodiment, the variation patterns for losing include six types of variation patterns from the first to the 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 where 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 where 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 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 performance for each normal reach (indicated as "per N reach" in the figure) as the performance content during the execution of a special game. The performance for each normal reach is a performance executed in a mode where a winning symbol (a big winning symbol or a special winning symbol) is derived after the normal reach performance is executed. The eighth variable pattern is a variable pattern that can identify the performance for each first super reach (indicated as "per 1st SP reach" in the figure) as the performance content during the execution of a special game. The performance for each first super reach is a performance executed in a mode where a winning symbol is derived after the first super reach performance is executed. The ninth variable pattern is a variable pattern that can identify the performance for each second super reach (indicated as "per 2nd SP reach" in the figure) as the performance content during the execution of a special game. The performance for each second super reach is a performance executed in a mode where a winning symbol is derived after the second super reach performance is executed. The tenth variable pattern is a variable pattern that specifies a shorter variable time compared to the first variable pattern that specifies a normal loss performance, and is a variable pattern that can identify the performance for each short win as the performance content during the execution of a special game. The performance for each short win is a performance executed in a mode where a winning symbol is derived without executing a reach performance. The eleventh variable pattern is a variable pattern that specifies a shorter variable time compared to the tenth variable pattern that identifies the performance for each short win, and is a variable pattern that can identify the performance for each ultra-short win as the performance content during the execution of a special game. The performance for each ultra-short win is a performance executed in a mode where a winning symbol is derived without executing a reach performance and with a shorter variable time than the variable content for each short win. The twelfth variable pattern is a variable pattern that can identify the performance for each time-saving final variable win as the performance content during the execution of a special game. The performance for each time-saving final variable win is a performance executed in a mode where a winning symbol is derived after the time-saving final variable performance is executed.
[0103] And when the main control CPU 41a determines a losing pattern as the determined stop pattern, it determines a variation pattern from among the losing variation patterns. Specifically, when the main control CPU 41a causes the first special game to be executed during the non-time-saving 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 the non-time-saving state, it determines the second variation pattern.
[0104] Also, when the main control CPU 41a causes the first special game to be executed during the time-saving state and the first special game is not the special game of the operation count number since being controlled to the time-saving state, it determines the second variation pattern. As described above, the operation count number is the upper limit number of times of the special game in the time-saving state. That is, the special game of the operation count number corresponds to the last special game in the time-saving state. That is, when the main control CPU 41a causes the first special game to be executed during the time-saving state and the first special game is not the last special game in the current time-saving 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 the time-saving state and the second special game is not the special game of the operation count number since being controlled to the time-saving 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 the time-saving state and the second special game is not the last special game in the current time-saving 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 the first special game is the special game of the operating cycle number after being 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 the second special game is the special game of the operating cycle number after being 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 a special game during the time-saving state and the special game is the final special game in the current time-saving state, regardless of whether it is the case of executing the first special game or the second special game, the main control CPU 41a determines the sixth variation pattern.
[0106] Thus, the sixth variation pattern is the variation content that can be determined when the special game of the operating cycle number fails after being controlled to the time-saving state. In the present embodiment, when the special game of the operating cycle number is executed after being controlled to the time-saving state, the variation pattern that can be determined when a deviation pattern is determined as the fixed stop symbol derived in the special game 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 number of operations corresponds to a specific number of times.
[0107] Further, when the main control CPU 41a determines a jackpot symbol or a special jackpot symbol as the fixed stop symbol, the main control CPU 41a determines a variation pattern from among the variation patterns for winning. 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] Further, 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 the first special game is executed or when the second special game is executed, 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 fixed 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 to start the variation of the first special symbol or the second special symbol. Further, the main control CPU 41a sets information specifying the special symbol determined in the special symbol start process (hereinafter referred to as a special symbol specification command) in the output buffer. Further, the main control CPU 41a sets information specifying the variation pattern and instructing the start of the effect game (hereinafter referred to as a variation pattern specification command) in the output buffer. Further, 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. Further, 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 an all symbol stop command) for deriving the combination of the effect symbols in the output buffer.
[0112] Further, 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 the special game 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 selected special winning to cause a special winning game based on the selected 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 to open the first big 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 big 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 big winning opening 18 is closed, and generates information (hereinafter referred to as an opening end command) that can identify that the first big 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 so as 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 along with the end of the special hit game.
[0117] Next, the jackpot process for causing a jackpot game as 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 game of the jackpot. In the jackpot process, the main control CPU 41a performs control according to the type of the selected hit. Thereby, the main control CPU 41a causes a jackpot game according to the type of the selected hit.
[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. Then, 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 the 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. Then, 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. Thereafter, the main control CPU 41a ends the jackpot process.
[0120] Next, the processing related to the game state performed by the main control CPU 41a will be described. In the present embodiment, by the main control CPU 41a performing the processing related to the game state, the function as state control means for controlling the game state is realized.
[0121] The main control CPU 41a can control the game state by setting a predetermined value in the operation flag stored in the main control RAM 41c. Specifically, the main control CPU 41a controls to the non-time-short state by setting a value that can identify the non-time-short state in the operation flag. The main control CPU 41a controls to the time-short state by setting a value that can identify the time-short state in the operation flag. Also, the main control CPU 41a can set the number of operations in the time-short state by setting a predetermined value in the operation count flag in the main control RAM 41c. And when the main control CPU 41a 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 CPU 41a ends the big win game, it updates the values of the operation flag and the operation count flag according to the type of the big win game. Thereby, the main control CPU 41a can control to the time-short state triggered by the establishment of the big win control condition.
[0123] Specifically, when the main control CPU 41a ends the big win games ZA, Za, it does not update the values of the operation flag and the operation count flag. That is, when the main control CPU 41a ends the big win games ZA, Za, it continues to control to the non-time-short state even after the end of the big win game. On the other hand, when the main control CPU 41a ends the big win games ZB, ZC, Zb, Zc, it sets a value that can identify the time-short state in the operation flag and sets a value that can identify 100 times as the number of operations in the operation count flag.
[0124] Also, every time a special game is executed after the main control CPU 41a is controlled to the time-short state, it updates the value of the operation count flag. And when a predetermined number of special games have been executed after the main control CPU 41a is controlled to the time-short state, it sets a value that can identify the non-time-short state in the operation flag. Thereby, the main control CPU 41a can control to end the time-short state triggered by the establishment of the count end condition.
[0125] When the main control CPU 41a starts a special winning game, it sets a value that can specify a non-time-saving state to the operation flag and erases the value of the operation count flag. This allows the main control CPU 41a to control the end of the time-saving state when the special winning end condition is met.
[0126] In addition, when starting a big win game, the main control CPU 41a sets a value that can specify a non-time-saving state to the operation flag and erases the value of the operation count flag. This allows the main control CPU 41a to control the end of the time-saving state when the big win end condition is met.
[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 CPU41a receives a detection signal from the gate sensor SE6 and the normal reserved number is less than the upper limit number, the main control CPU41a adds 1 to the normal reserved number stored in the main control RAM41c to update it, and controls the normal reserved display unit 13f to display the updated normal reserved number. After that, the main control CPU41a acquires a random number generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM41c. In this case, the main control CPU41a stores the random number information for the normal game and the storage order of the random number information so that it can be specified. For example, the random number is a normal winning random number used for normal winning judgment (normal lottery). After that, the main control CPU41a ends the normal symbol input process.
[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, in the non-specific game state, regardless of the value of the normal win random number, it does not win a normal win, while in the 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. After that, the main control CPU 41a ends the normal symbol start process. At this time, when in the specific game state, the main control CPU 41a may determine (or be more likely to determine) a shorter time as the variation time of the normal game compared to when in the non-specific game state.
[0130] Then, the main control CPU 41a executes a normal game by performing a process different 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 that the normal movable piece 16 operates in 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-saving state, the main control CPU 41a operates the normal movable piece 16 so that it is easier for the game ball to enter the second start winning port 15 compared to when in the non-time-saving 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 the game ball has entered the first start winning port 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 the game ball has entered the second start winning port 15 and sets it in the output buffer.
[0134] When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the first count sensor SE3, it generates a first big winning command indicating that a game ball has entered the first big winning opening 18 and sets it in the output buffer. When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the second count sensor SE4, it generates a second big winning command indicating that a game ball has entered the second big winning opening 20 and sets it in the output buffer. When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the specific passage sensor SE5, it generates a specific passage command indicating that the game ball that has entered the first big winning opening 18 has passed through a specific area within the first passage 26a and sets it in the output buffer. When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the gate sensor SE6, it generates a gate passage command indicating that the game ball has passed through the gate 23 and sets it in the output buffer.
[0135] In addition, the main control CPU 41a performs control to grant a predetermined number of prize balls when the condition for granting prize balls is satisfied. Note that the control for granting prize balls in this specification is not limited to the control of actually paying out game balls outside the machine. For example, it is intended to include control such as updating (adding) the number of balls held by the player stored as data in an external device separate from the pachinko machine 10 or the pachinko 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 inputs 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 inputs 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 a 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 a 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 production game based on the variation pattern specified by the input variation pattern specification command. The effects to be executed during the execution of the production game will be described in detail later. Thereafter, 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 production 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 starting the production game, when a predetermined timing arrives, the sub-control CPU 50a temporarily stops the display of the effect symbols in each symbol column, and upon the input of the all-symbols 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-symbols stop command. In this case, the all-symbols stop command may be omitted.
[0140] Thereafter, 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 production 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 lines are temporarily stopped. 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 lines are temporarily stopped. 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 lines are temporarily stopped. 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 lines are temporarily stopped.
[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 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 input of the 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 input of the 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 input of the 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 winning and when the second special game is a winning. For this reason, in the present embodiment, even when in the time-saving state, the same ultra-shortened winning production can be executed in the production device group when the first special game is a winning and when the second special game is a winning. In the present embodiment, the ultra-shortened winning 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. Therefore, in this 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 this embodiment, the time-saving final variation failure effect corresponds to the second effect.
[0151] Next, the prediction effect that the pachinko gaming machine 10 of this embodiment can execute will be described. The prediction effect is an effect that suggests the probability (hereinafter referred to as the winning probability) that the special game whose execution is pending will be a winning game 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 can be said to be 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 can be said to be 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 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 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 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 when executed during the non-time-saving state, and 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 when executed during the time-saving state.
[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 the 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-limit 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-limit 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-limit 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-limit 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] Note that 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 at which the execution of the predetermined pre-reading effect is determined.
[0156] When it is determined to execute the preview effect, the sub-control CPU 50a causes the sub-control RAM 50c to store preview effect information that can identify the type of the preview effect for which the execution has been determined. After that, the sub-control CPU 50a ends the preview effect determination process. Then, in a process different from the preview effect determination process, the sub-control CPU 50a controls the effect device group to execute the preview effect for which the execution has been determined.
[0157] With such control, in the pachinko gaming machine 10 of the present embodiment, it is possible to execute the preview effect. In particular, in the present embodiment, when in the non-time-saving state, when the first special game is executed, the first preview effect and the third preview effect can be executed, and when the second special game is executed, the first preview effect and the third preview effect are not executed. In the present embodiment, the first preview effect and the third preview 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 preview effect and the third preview effect can be executed, and when the first special game is executed, the second preview effect and the third preview effect are not executed. In the present embodiment, the second preview effect and the third preview effect correspond to special effects.
[0158] Next, the special winning game effects executable 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 win. 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 when a special winning game start command is input. Also, the sub-control CPU 50a controls the effect device group to end the special winning game effect when a special winning game end command is input.
[0159] Next, the jackpot game performance that the pachinko game machine 10 of the present embodiment can execute will be described. The jackpot game performance is a performance executed during the jackpot game. As shown in FIG. 8, there are multiple types of jackpot game performances in the present embodiment. For example, the jackpot game performances include a RUSH entry anticipation performance, a RUSH end encouragement performance, a RUSH special entry performance, a RUSH continuation performance, and a special stay performance. The RUSH entry anticipation performance is a performance that suggests that when winning a jackpot during the non-time-limited state, there is a possibility of being controlled to the time-limited state after the end of the jackpot game. The RUSH end encouragement performance is a performance that suggests that when winning a jackpot during the time-limited state, there is a possibility that the time-limited state will end after the end of the jackpot game. The RUSH special entry performance is a performance that suggests that when winning a jackpot during the non-time-limited state, it will be controlled to the time-limited state after the end of the jackpot game. The RUSH continuation performance is a performance that suggests that when winning a jackpot during the time-limited state, it will also be controlled to the time-limited state after the end of the jackpot game. The special stay performance is a performance that suggests that when winning a jackpot during the non-time-limited state, it will also be controlled to the non-time-limited state after the end of the jackpot game.
[0160] The jackpot game performance determination process for executing the jackpot game performance will be described. The sub-control CPU 50a executes the jackpot game performance determination process when a jackpot game start command is input.
[0161] In the jackpot game performance determination process, the sub-control CPU 50a determines the type of jackpot game performance to be executed based on the type of jackpot and the game state at the time of winning. Specifically, when winning a jackpot ZA or ZB during the non-time-limited state, the sub-control CPU 50a determines the RUSH entry anticipation performance as the jackpot game performance to be executed. Also, when winning a jackpot ZA or ZB or a special jackpot Za or Zb during the time-limited state, the sub-control CPU 50a determines the RUSH end encouragement performance as the jackpot game performance to be executed.
[0162] When the sub-control CPU 50a wins the big win ZC or the special wins Zb, Zc during the non-time-saving state, it determines the RUSH special entry performance as the big win game performance to be executed. When the sub-control CPU 50a wins the big win ZC or the special win Zc during the time-saving state, it determines the RUSH continuation performance as the big win game performance to be executed. When the sub-control CPU 50a wins the special win Za during the non-time-saving state, it determines the special stay performance as the big win game performance.
[0163] When determining the type of the big win game performance to be executed, the sub-control CPU 50a stores in the sub-control RAM 50c the big win game performance information that can identify the type of the big win game performance determined for execution. After that, the sub-control CPU 50a ends the big win game performance determination process. After that, in a process different from the big win game performance determination process, the sub-control CPU 50a controls the performance device group to execute the big win game performance determined for execution.
[0164] With such control, in the pachinko gaming machine 10 of the present embodiment, it is possible to execute the big win game performance. In particular, in the present embodiment, since the types of wins given are different when the first special game wins during the time-saving state and when the second special game wins during the time-saving state, the execution ratios of the big win game performances executed during the big win 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 win game performances executed during the subsequent big win games 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 a predetermined performance are different", it is intended to include a comparison with when the predetermined performance is not executed, that is, when the execution probability of the predetermined performance is "0".
[0165] When the second special game wins during the time-saving 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-saving 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-saving state, it may result in a big win ZA or a big win ZB. Therefore, during the subsequent big win game, the RUSH end encouragement effect can be executed. Further, when the second special game wins during the time-saving state, it may result in a special win Za or a special win Zb. Therefore, during the subsequent big win game, the RUSH end encouragement effect can be executed. That is, in this embodiment, whether the first special game wins or the second special game wins during the time-saving state, the same RUSH end encouragement effect can be executed during the subsequent big win game. In this embodiment, the RUSH end encouragement 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-saving 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-saving final variation deviation effect is designated as the effect content. In this case, the sub-control CPU 50a controls to start the time-saving final variation part in the time-saving 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 variation part in the time shortening final variation production and start the result notification part. Further, as the variation 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 an all symbols stop command (time point t2). When the sub-control CPU 50a inputs the all symbols stop command, it controls to fixedly stop and display the production symbol.
[0169] Thereafter, 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 variation pattern designation command (time point t3). Then, the sub-control CPU 50a controls the production device group to execute a production with production content corresponding to the variation pattern designated by the variation pattern designation command.
[0170] Next, the flow of production when the power supply to the pachinko gaming 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 gaming machine 10 is cut off during the execution of the special game, the main control CPU 41a stops measuring the variation time of the special game. Also, at this time, in the main control RAM 41c, information such as the result of the special winning lottery for the ongoing special game, the determined variation pattern, and the time elapsed since the start of the special game is held by the power supplied from the backup power supply. Then, when the power supply to the pachinko gaming 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 gaming machine 10 was cut off and resume measuring the variation 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 predictive effects is restricted. Also, during the production limit period, information that can identify that it is during the production limit period may be presented. For example, during 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 winning game start command, and a big winning 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 winning game start end condition when a special winning game or a big winning 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 winning game. 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 winning game 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 gaming machine 10 is cut off during the execution of a special game of the number of operating times after being controlled to the time-saving state, and then the flow of the effect when 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 losing special game. That is, in this example, the flow of the effect when the power supply to the pachinko gaming 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 so as 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 sixth variation pattern, which is a variation pattern determinable in the special game of the 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 gaming 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 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 the effect deadline 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 for 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, upon receiving the input of the production part designation command, the sub-control CPU 50a does not end the production deadline period. For this reason, the sub-control CPU 50a controls so as not to start the result notification part in the time-saving final deviation loss production upon receiving the input of the production part designation command for 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 cause the production symbol to be fixedly stopped and displayed. 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] As described above, 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 specific number of operating times after being controlled to enter 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, when the power supply to the pachinko gaming machine 10 is cut off during the execution of a special game with the second variation content and then the power supply is restored, the production deadline period may end at the timing when the game start / end condition is satisfied. 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 specific number of operating times after being controlled to enter 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 the 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 resumes (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 resumption of the power supply. Also, the sub-control CPU 50a controls to the effect limit period that limits the execution of various effects, along with the resumption 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. 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, 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 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 deterministically and to output an all-symbol stop command (time point t25). When the sub-control CPU 50a receives the all-symbol stop command, it controls to cause the effect symbol to be stopped and displayed deterministically. Further, when a predetermined interval time has elapsed since the special symbol was stopped and displayed deterministically, the main control CPU 41a controls to start a winning game and to output a command that can specify 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 specify 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 specify 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 specification command (time point t27). Then, when the sub-control CPU 50a receives the variable pattern specification command, it controls the effect device group to end the effect deadline period and to execute an effect with the effect content corresponding to the variable pattern specified by the variable pattern specification command.
[0186] Also, although not shown, the case where the power supply to the pachinko gaming machine 10 is interrupted 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 specify the start of a 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 this 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 this 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 this 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 was 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 was 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 has elapsed since 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 inputs 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 of the number of operating times after being controlled to the time shortening 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 a 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 reserved, 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, it is possible to vary the executable effects and give changes to the game. Moreover, even when in the time-saving state, when the special game is executed with the first variation content, the same ultra-shortened per-play 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 variation content, the same time-saving final variation 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 certain 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 variation content is the variation content when a big win symbol or a special win symbol is determined as the determined stop symbol, and the second variation content is the variation 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 variation 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 variation 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 becomes a loss after being controlled to the time-saving state, 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 variation 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 a special game of the number of operating times after being controlled to the time-saving state, the same performance can be enjoyed regardless of which of the first special game and 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 variation content, the production deadline ends by 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 variation 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 variation 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 variation 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 becomes a jackpot or a special win, the production deadline can be ended at a timing earlier than when the special game becomes a miss, so that the interest of the player 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 reserved, 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 winning 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 winning one.
[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 winning 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 winning one.
[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, it is possible to enjoy the presentation 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 that can be executed 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 a 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 a 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, the same specific effect may be executed during a part of the period in which the special game is 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, in 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 the 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 that can be executed 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. Also, 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 be capable of executing a suggestive effect indicating the winning expectancy in the special game during the execution of the first special game, while not executing the suggestive effect when the second special game is being executed. Also, when in the time-limited state, the sub-control CPU 50a may be capable of executing a suggestive effect indicating the winning expectancy in the special game during the execution of the second special game, while not executing the suggestive effect when the first special game is being executed.
[0214] · The conditions for ending the effect deadline period may be changed as appropriate. For example, as the 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 the conditions may not be provided, or conditions different from these may be provided. For example, the sub-control CPU 50a may end the effect deadline period upon the input of the all-symbol 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 cut off. For example, the conditions for ending the performance period may be different 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, and 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. At this time, 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 performance period may end at a predetermined timing until the timing when the next special game after the special game being executed when the power supply was cut off 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 cut off while a special game is being executed with the second variation content and then the power supply is restored, the performance 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 starts. For example, the sub-control CPU 50a may not end the performance period upon receiving an input of a performance part designation command, and may end the performance period upon receiving an input of a special hit game start command or a big hit game start command. Note that the timing when the performance period ends when the power supply to the pachinko gaming machine 10 is cut off and then 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 cut off and then 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 determinable when the game-by-game is 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 a 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 gaming machine may be embodied such that the same production is executable when the special game is executed with predetermined variation contents and when the normal game is executed with predetermined variation contents. For example, in a predetermined gaming state, the sub-control CPU 50a may make the same production executable when the special game is a win and when the normal game is a win, or may make the same production executable when the special game is a loss and when the normal game is a loss.
[0219] ·When in the time-limited 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-limited 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-limited 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 and 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 and 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 and 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 and 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 the special winning game, a non-passing 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 and closing piece 19 in an operation pattern in which the game ball does not substantially win in the first large winning opening 18 for a predetermined special winning game. Also, the main control CPU 41a may operate the first special opening and closing piece 19 and the distribution shutter 28 in an operation pattern in which the game ball can enter the first large winning opening 18 but substantially does not pass through the first passage 26a. In this case, when winning a non-passing 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-passing special win, and when winning a non-passing 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-passing 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 in which a game ball can pass through a specific area and a non-passing special winning in which a game ball substantially does not pass through a specific area, the passing special winning and the non-passing special winning may differ in part or in whole of the effects executed when the game ball does not pass through the specific area in the special winning game. Also, in the case where the game ball does not pass through the specific area in the special winning game, the passing special winning and the non-passing special winning may differ in the effects executed in at least part of the period. Similarly, in the case where the game ball passes through the specific area in the special winning game, the passing special winning and the non-passing special winning may differ in part or in whole of the effects executed. Also, in the case where the game ball passes through the specific area in the special winning game, the passing special winning and the non-passing special winning may differ in the effects executed in at least part of the period.
[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, in 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 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. 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 not having a big winning symbol of a special symbol. That is, the big winning 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 not having a special winning symbol of a special symbol. That is, the big winning game may be caused only when winning the big prize in the special winning lottery. The conditions for ending the time-saving state may be changed as appropriate. For example, the time-saving state may not end when a special win is won.
[0228] The present invention may be embodied in a gaming machine equipped with a probability variation function that varies the probability of winning a jackpot in a special winning lottery. For example, the present invention may be embodied in a pachinko gaming machine that transitions the gaming state from a low probability state to a high probability state after the end of a jackpot game on the condition that a specific jackpot has been won. Also, for example, the present invention may be embodied in a pachinko gaming machine (so-called V-variable machine) that transitions the gaming state from a low probability state to a high probability state after the end of a jackpot game on the condition that a gaming ball is detected by a specific passing sensor SE5 during the jackpot game.
[0229] The sub-control board 50 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker SP, and a lamp control board that specializes in controlling the decorative lamps LA may be provided separately from the sub-control board 50. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 50a may be composed of multiple CPUs mounted on a single board.
[0230] The pachinko gaming machine 10 may be equipped with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. The functions of the main control board 40 may be divided and realized on multiple boards. The main control CPU 41a may be composed of multiple CPUs mounted on a single board.
[0231] The present invention may be applied to a pachinko machine that does not execute a special game. In this case, it is preferable to display a special symbol on the special game display device 12. The technical ideas that can be understood from the above-described embodiment and modified examples will be described.
[0232] (Supplementary Note 1) In a gaming machine capable of executing a variable game in which symbols are varied based on the results 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 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 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 to be executed based on the result of a first lottery among the lotteries by the lottery means, and 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 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 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 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. The execution ratio or execution time of the effect during the winning game given after the end of the variable game when the variable game is executed with the first variable content during the second gaming state is different between when the first variable game is executed and when the second variable game is executed. A gaming machine characterized by this.
[0233] (Supplementary Note 2) When the second variable game is executed with the first variable content during the second gaming state, a specified effect can be executed during the winning game given after the end of the second variable game. When the first variable game is executed with the first variable content during the second gaming state, the gaming machine according to Supplementary Note 1 that does not execute the specified effect during the winning game given after the end of the first variable game.
[0234] (Supplementary Note 3) The gaming machine according to Supplementary Note 1 or Supplementary Note 2, wherein the second variable content is a variable content that can be determined when a specific number of the variable games result in an unfavorable outcome after being controlled to the second gaming state.
[0235] (Supplementary Note 4) The gaming machine according to Supplementary Note 3, wherein the first variable content is a variable content that can be determined regardless of whether a specific number of the variable games result in a favorable outcome after being controlled to the second gaming state or whether the variable games other than the specific number result in a favorable outcome after being controlled to the second gaming state.
Explanation of Signs
[0236] CL…Center line GH…Image display unit HD…Emission handle LA…Decoration lamp (production 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 (production execution means) W…Center frame YB…Pachinko game machine YBa…Game area YBb…Opening window 10…Pachinko game machine 12…Production display device (production execution means) 13…Information display device 13a…First special symbol display section 13b…Second special symbol display section 13c…First special hold display section 13d…Second special hold display section 13e…Normal symbol display section 13f…Normal hold display section 14…First start winning 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…Branching 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 (production 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 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 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 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, and even when 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 in that the execution ratio or execution time of the effect during the winning game given after the end of the variable game when the variable game is executed with the first variable content during the second gaming state is different between when the first variable game is executed and when the second variable game is executed.
Citation Information
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