Gaming machine

The gaming machine addresses the complexity issue in pachinko machines by incorporating multiple routes and variable gameplay, enhancing player engagement through sensors, solenoids, and effects.

JP2026031213APending Publication Date: 2026-02-24NEWGIN KK
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Patent Information

Application Number
JP2024134599
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-09
Publication Date
2026-02-24

AI Technical Summary

Technical Problem

The complexity of game routes and presentation routes in pachinko gaming machines has increased, leading to a decline in motivation among players with little gaming experience.

Method used

A gaming machine with multiple presentation routes and variable game execution capabilities, equipped with sensors and solenoids to manage game progression, and audio and visual effects to enhance player engagement.

Benefits of technology

The solution enhances player motivation by providing clear and engaging gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suppressing the decline of a desire to play.SOLUTION: Branching to a plurality of routes at a first branch point when a first branch time comes during execution of a predetermined variation game, and then branching to a plurality of routes at a second branch point when a second branch time comes; The performance includes a first prior performance, the first prior performance is a performance that can be executed before the first branch timing and suggests or notifies branching to the specific route at the first branch point, the map performance makes it possible to recognize a plurality of branch destinations that can be branched at the second branch point when the performance route proceeds on the specific route, and in a state where the second prior performance can be executed, it may be possible to recognize branching to the first route at the first branch timing before the first prior performance is executed.SELECTED DRAWING: Figure 21
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Description

[Technical Field]

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

[0002] Conventionally, pachinko gaming machines, which are a type of gaming machine, are configured to hold a winning lottery when a ball enters a starting hole, and when the winning lottery is won, a winning game that opens a large prize hole is awarded. Some gaming machines, such as the gaming machine described in Patent Document 1, have a high probability state in which a winning game is likely to be awarded. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-261711 Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, the game routes until a winning game is awarded or until a state where a winning game is easily awarded has become more complicated in pachinko gaming machines. In addition, the presentation routes corresponding to the game routes have also become more complicated. This has led to a risk of reducing the motivation of players with little gaming experience. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a gaming machine that has multiple presentation routes and is capable of recognizing the presentation route in progress, and is equipped with a variable game execution means that can execute a variable game, a presentation execution means that can execute presentations, a control means, and a predetermined operation means, and when a first timing arrives during the execution of the predetermined variable game, it may branch into multiple routes at the first timing, and then when a second timing arrives during the execution of the predetermined variable game or after the end of the predetermined variable game, it may branch into multiple routes at the second timing, and the presentation includes a special presentation that can be executed before the first timing and is a presentation that suggests or notifies that there will be a branch to a specific route at the first timing, and is capable of recognizing multiple branch destinations that may branch at the second timing if the presentation route progresses along the specific route, and can change to a specific situation based on the operation of the predetermined operation means, and in the specific situation, it may be possible to recognize that there will be a branch to the specific route at the first timing before the special presentation is executed. [Effects of the Invention]

[0006] According to the present invention, it is possible to suppress a decline in motivation to play. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 2 is a plan view of the operation unit. [Figure 3] FIG. 3 is a front view of the game board. [Figure 4] Figure 4 is a schematic diagram showing the passage inside the second major prize opening. [Figure 5] FIG. 5 is an explanatory diagram illustrating an example of a big win game. [Figure 6] FIG. 6 is a block diagram showing the electrical configuration of a pachinko gaming machine. [Figure 7] FIG. 7 is an explanatory diagram showing an example of a trigger for transition to the time-saving state. [Figure 8] FIG. 8 is an explanatory diagram showing an example of a condition for ending the time-saving state. [Figure 9] FIG. 9 is an explanatory diagram for explaining the transition of the gaming state. [Figure 10] FIG. 10 is an explanatory diagram illustrating an example of a performance route. [Figure 11] 11(a) to 11(f) are explanatory diagrams illustrating an example of a specific effect before the first branch timing arrives and an example of an effect mode of a first preliminary effect. [Figure 12] 12(a) to 12(e) are explanatory diagrams illustrating an example of a specific effect before the first branching timing arrives and an example of an effect mode of a second preliminary effect. [Figure 13] 13(a) to 13(d) are explanatory diagrams illustrating an example of a presentation mode of a specific presentation at the first branch point. [Figure 14] 14(a) to 14(c) are explanatory diagrams illustrating an example of a presentation mode of a specific presentation at the second branch point. [Figure 15] 15(a) to 15(d) are explanatory diagrams illustrating an example of a presentation mode of a specific presentation at the third branch point. [Figure 16] FIG. 16 is an explanatory diagram illustrating an example of a map effect. [Figure 17] FIG. 17 is an explanatory diagram illustrating an example of a map effect. [Figure 18] FIG. 18 is a flowchart illustrating an example of the flow of the rendering route determination process. [Figure 19] FIG. 19 is a flowchart illustrating an example of the flow of the pre-effect determination process. [Figure 20] 20(a) and 20(b) are explanatory diagrams illustrating a specific example of the presentation mode of the first pre-presentation. [Figure 21] FIG. 21 is an explanatory diagram illustrating a specific example of the presentation mode of the map presentation when the first pre-presentation in FIG. 20 is executed. [Figure 22]FIG. 22 is a timing chart illustrating an example of a restriction period for the first pre-performance and the third pre-performance when power supply is cut off and then started again in the second embodiment. [Figure 23] FIG. 23 is a flowchart illustrating an example of the flow of the pre-effect determination process in the third embodiment. [Figure 24] Figures 24(a) and 24(b) are explanatory diagrams illustrating a specific example of the presentation mode of the first pre-performance when the first pre-performance is not being customized in the third embodiment. [Figure 25] FIG. 25 is an explanatory diagram illustrating a specific example of the presentation mode of the map presentation when the first pre-presentation in FIG. 24 is executed in the third embodiment. [Figure 26] Figures 26(a) and 26(b) are explanatory diagrams illustrating a specific example of the presentation mode of the first pre-performance when the first pre-performance is being customized in the third embodiment. [Figure 27] FIG. 27 is an explanatory diagram illustrating a specific example of the presentation mode of the map presentation when the first pre-presentation in FIG. 26 is executed in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] (First embodiment) The first embodiment embodied in a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0009] As shown in FIG. 1, a pachinko gaming machine 10, which is an example of a gaming machine, is a non-enclosed type in which a player can touch gaming balls (held balls). In a non-enclosed type pachinko gaming machine 10, when a payout condition for a prize ball is met, the prize ball is actually paid out. The pachinko gaming machine 10 may be an enclosed type in which gaming balls are stored and managed internally and the player cannot touch the gaming balls (held balls). In an enclosed type pachinko gaming machine 10, even when a payout condition for a prize ball is met, the number of gaming balls stored internally increases, but the gaming balls are not actually paid out. In this specification, "paying out prize balls" is not limited to actually paying out gaming balls, but is intended to include increasing the number of gaming balls stored internally.

[0010] The pachinko gaming machine 10 comprises a frame 11 and a gaming board 20. The frame 11 supports the gaming board 20. A gaming area 20a is formed on the front side of the gaming board 20, into which gaming balls can flow. The frame 11 comprises an outer frame 11a, a middle frame 11b, and a front frame 11c. The middle frame 11b is supported so as to be openable and closable relative to the outer frame 11a. The front frame 11c is supported so as to be openable and closable relative to the middle frame 11b. The outer frame 11a is fixed to the island equipment using fasteners such as nails. The middle frame 11b has a portion to which the gaming board 20 is attached, and holds the gaming board 20 attached to that portion. An opening 11d is formed in the front frame 11c. The front frame 11c is provided with transparent protective glass (not shown). The protective glass seals the opening 11d. When the game board 20 is held by the inner frame 11b, the game area 20a is aligned with the opening 11d and is visible through the protective glass via the opening 11d.

[0011] The pachinko gaming machine 10 is equipped with an audio output device 13. As an example, the audio output device 13 is a speaker provided on the front frame 11c. The audio output device 13 is capable of executing an effect of outputting a predetermined sound (hereinafter referred to as an audio effect). For example, the predetermined sound is sound effects, dialogue, music (BGM), etc. The pachinko gaming machine 10 is equipped with a decorative light emitting device 14. As an example, the decorative light emitting device 14 is provided on the front side of the front frame 11c and on the game board 20. The decorative light emitting device 14 is capable of executing an effect (hereinafter referred to as an illumination effect) by lighting, flashing, and extinguishing a light emitting element (not shown). As an example, the light emitting element provided in the decorative light emitting device 14 is an LED.

[0012] The pachinko gaming machine 10 is equipped with a launch handle 18. The launch handle 18 is configured to enable an operation to instruct the launch of a gaming ball. The launch handle 18 is provided in the lower right corner of the front frame 11c. The pachinko gaming machine 10 may also be equipped with a lending button to instruct the lending of a gaming ball and an end button to instruct the end of the game.

[0013] As shown in FIGS. 1 and 2, the pachinko gaming machine 10 includes an operation input unit SS. As an example, the operation input unit SS is provided on the front frame 11c. For example, the operation input unit SS is provided on a lower portion of the front frame 11c, closer to the center. The operation input unit SS includes an effect button EB and a cross button JB. The effect button EB includes a single operable portion (operation portion). As an example, the effect button EB includes a button-type operation portion that can be pressed. The cross button JB includes multiple operation portions. As an example, the cross button JB includes an up button, a down button, a left button, and a right button as the multiple operation portions. Each of the multiple operation portions included in the cross button JB is an independent operation portion. In other words, the up button, the down button, the left button, and the right button can be operated individually. As an example, each of the up button, the down button, the left button, and the right button is a button-type operation portion that can be pressed. Each of the effect button EB and the cross button JB is an example of a predetermined operation means.

[0014] The game board 20 will now be described. As shown in Figures 1 and 3, a game area 20a that is substantially circular in front view is defined on the front surface of the game board 20. In other words, the game board 20 has the game area 20a into which game balls can flow. A display window 20b is formed in the approximate center of the game area 20a. An inlet 20c is formed in the upper left of the game area 20a, through which game balls launched by operating the launch handle 18 flow into the game area 20a.

[0015] The pachinko gaming machine 10 is equipped with a first effect display device 15. As an example, the first effect display device 15 has an image display device capable of displaying an image. The first effect display device 15 is attached to the game board 20 so that a first display area 15a on the image display device is visible through a display window 20b. As an example, the first effect display device 15 is a liquid crystal display device. The first effect display device 15 is capable of executing an effect that displays a predetermined image (hereinafter referred to as a display effect). For example, the predetermined image is an image such as an effect pattern, a character, a landscape, letters, numbers, and symbols. In the following description, when it is simply stated that these characters, etc. are "displayed," it means that these characters, etc. are displayed as an image.

[0016] The pachinko gaming machine 10 is equipped with a second effect display device 16. As an example, the second effect display device 16 has an image display device capable of displaying an image. The second effect display device 16 is attached to the game board 20 so that the second display area 16a of the image display device is visible through the display window 20b. As an example, the second effect display device 16 is a liquid crystal display device. The second effect display device 16 is capable of executing a display effect that displays a predetermined image. As an example, the audio output device 13, the decorative light emitting device 14, the first effect display device 15, and the second effect display device 16 are each an effect device capable of executing an effect, and form an effect execution device group including a plurality of effect devices. Each of the audio output device 13, the decorative light emitting device 14, the first effect display device 15, and the second effect display device 16 is an example of an effect execution means capable of executing an effect.

[0017] The gaming board 20 is equipped with a first special symbol display device 19a. The first special symbol display device 19a is capable of executing a symbol change game (hereinafter referred to as the first special game) in which predetermined symbols are displayed in a variable manner and the special symbol is ultimately displayed in a static manner. The gaming board 20 is equipped with a second special symbol display device 19b. The second special symbol display device 19b is capable of executing a symbol change game (hereinafter referred to as the second special game) in which predetermined symbols are displayed in a variable manner and the special symbol is ultimately displayed in a static manner. The special symbol is a symbol for notifying the result of a special symbol winning lottery. The special symbol winning lottery is an example of an internal lottery. As an example, the special symbol is displayed in a static manner for a special stop time. As an example, the special stop time is 0.5 seconds. Hereinafter, when the first special game and the second special game are not distinguished from each other, they may be collectively referred to as "special games."

[0018] The special symbols include at least a jackpot symbol as a jackpot display result, a small jackpot symbol as a small jackpot display result, a time-saving trigger symbol as a time-saving display result, and a loss symbol as a loss display result. In the pachinko gaming machine 10, if a jackpot is won in the special symbol winning lottery, a jackpot symbol is statically displayed in a special game. After that, after the special game ends, a jackpot game advantageous to the player is triggered. Details of the jackpot game will be described later. In the pachinko gaming machine 10, if a small jackpot is won in the special symbol winning lottery, a small jackpot symbol is statically displayed in a special game. After that, after the special game ends, a small jackpot game advantageous to the player is triggered. Details of the small jackpot game will be described later. In the pachinko gaming machine 10, if a jackpot or small jackpot is not won in the special symbol winning lottery, a time-saving trigger symbol or a loss symbol is statically displayed in a special game. When a time-saving trigger symbol or a losing symbol is displayed in a special game, a big win game and a small win game will not occur. Hereinafter, when there is no distinction between big win games and small win games, they may be collectively referred to as "winning games." A special game in which a big win symbol is displayed in a stopped state may be referred to as a "big win special game." A special game in which a small win symbol is displayed in a stopped state may be referred to as a "small win special game." A special game in which a time-saving trigger symbol is displayed in a stopped state may be referred to as a "time-saving trigger special game." A special game in which a losing symbol is displayed in a stopped state may be referred to as a "losing special game."

[0019] The gaming board 20 is equipped with a first special hold display device 19c. The first special hold display device 19c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not been met (hereinafter referred to as the first special hold number). The first special hold number has an upper limit. As an example, the upper limit for the first special hold number is 4. The gaming board 20 is equipped with a second special hold display device 19d. The second special hold display device 19d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not been met (hereinafter referred to as the second special hold number). The second special hold number has an upper limit. As an example, the upper limit for the second special hold number is 1.

[0020] The game board 20 is equipped with a normal symbol display device 19e. The normal symbol display device 19e is capable of executing a symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are variably displayed and ultimately a normal symbol is statically displayed. The normal symbol is a symbol for notifying the result of a normal symbol winning lottery. The normal symbol winning lottery is an example of an internal lottery. As an example, the normal symbol is displayed for the normal stop time. As an example, the normal stop time is 0.004 seconds. The normal symbols include at least a normal winning symbol and a normal losing symbol. In the pachinko gaming machine 10, when the normal symbol winning lottery is won, the normal winning symbol is statically displayed in the normal game. Thereafter, after the normal game ends, a normal winning game is initiated. In the pachinko gaming machine 10, when the normal symbol winning lottery is not won, the normal losing symbol is statically displayed in the normal game. When a normal losing symbol is stopped and displayed in a normal game, a normal winning game does not occur. The game board 20 is equipped with a normal hold display device 19f. The normal hold display device 19f displays information that can identify the number of normal games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the normal hold number). There is an upper limit to the normal hold number. As an example, the upper limit to the normal hold number is 4. The game board 20 may also be equipped with a right-hit display device that displays information instructing a right hit, which will be described later, and a round display device that notifies the upper limit number of round games, which will be described later.

[0021] The gaming board 20 is formed with a plurality of winning holes that open into the gaming area 20a. The plurality of winning holes are holes through which gaming balls can enter. The plurality of winning holes include at least a first starting hole 22, a second starting hole 23, a first large winning hole 24, a second large winning hole 25, and a normal winning hole 30. The first starting hole 22 is a winning hole through which gaming balls can enter when the payout conditions for prize balls and the start conditions for the first special game are met. As an example, the first starting hole 22 is located below the first effect display device 15 and is always open so that gaming balls can enter. The gaming board 20 is equipped with a first starting sensor SE1 that detects gaming balls that have entered the first starting hole 22 (see FIG. 6).

[0022] The second start opening 23 is a winning opening through which game balls are allowed to enter when the payout conditions for prize balls and the start conditions for the second special game are met. The second start opening 23 is located to the right of the first start opening 22. The second start opening 23 is equipped with an opening / closing piece 23a, which is, for example, plate-shaped. The second start opening 23 is closed and opened by the opening / closing piece 23a. That is, the opening / closing piece 23a can be in a closed or open state. The second start opening 23 is opened when a normal win game is generated. The second start opening 23 allows game balls to enter when it is open. The second start opening 23 is closed when a normal win game is not generated. When the second start opening 23 is closed, game balls cannot enter, or when it is closed, it is more difficult to enter game balls than when it is open. For example, the second start opening 23 is always open to the left. As an example, the opening / closing piece 23a is buried in the game board 20 when in the closed state. As an example, when the opening / closing piece 23a is in the open state, game balls can flow down the upper surface. As an example, the opening / closing piece 23a is provided so that the upper surface is inclined downward and to the right. As an example, game balls flowing down the upper surface of the opening / closing piece 23a when it is in the open state are guided to the second starting hole 23. In other words, when the opening / closing piece 23a is in the open state, game balls flow down the upper surface of the opening / closing piece 23a and enter the second starting hole 23. As an example, the opening / closing piece 23a allows game balls to flow down the upper surface of the opening / closing piece 23a during at least a portion of the period while the opening / closing piece 23a is transitioning from the open state to the closed state. Therefore, game balls can enter the second starting hole 23 even while the opening / closing piece 23a is transitioning from the open state to the closed state. The game board 20 is equipped with a normal solenoid SL1 (see FIG. 6) as a means for opening and closing the opening / closing piece 23a of the second starting opening 23. The game board 20 is equipped with a second starting sensor SE2 (see FIG. 6) that detects a game ball that has entered the second starting opening 23. The opening / closing piece 23a of the second starting opening 23 is a so-called "normal electric device."

[0023] The first large prize opening 24 is an opening into which game balls enter when the payout conditions for prize balls are met. The first large prize opening 24 is located to the right of the first effect display device 15. The first large prize opening 24 is located above the second starting opening 23. The first large prize opening 24 is equipped with an opening / closing piece 24a, which is, for example, teardrop-shaped. The first large prize opening 24 is closed and opened by the opening / closing piece 24a. In other words, the opening / closing piece 24a can be in a closed state or an open state. The first large prize opening 24 is opened when a jackpot game is generated. When open, the first large prize opening 24 allows game balls to enter. The first large prize opening 24 is closed when a jackpot game is not generated. When closed, the first large prize opening 24 does not allow game balls to enter. As an example, the opening / closing piece 24a turns from the closed state to the open state by rotating about a quarter turn to the left around the lower part. In other words, when the first large prize opening 24 is open, the gaming ball flows down the inner wall surface (top surface) of the opening / closing piece 24a and then enters the first large prize opening 24. The gaming board 20 is equipped with a first special solenoid SL2 (see FIG. 6) as a means for opening and closing the opening / closing piece 24a of the first large prize opening 24. The gaming board 20 is equipped with a first count sensor SE3 (see FIG. 6) that detects gaming balls that have entered the first large prize opening 24. The opening / closing piece 24a of the first large prize opening 24 is a so-called "special electric device."

[0024] The second large prize opening 25 is an opening into which game balls enter when the payout conditions for prize balls are met. The second large prize opening 25 is located at the lower right of the first effect display device 15. The second large prize opening 25 is located below the first large prize opening 24. The second large prize opening 25 is located below the second starting opening 23. The second large prize opening 25 is equipped with an opening / closing piece 25a, which is, for example, plate-shaped. The second large prize opening 25 is closed and opened by the opening / closing piece 25a. In other words, the opening / closing piece 25a can be in a closed state or an open state. The second large prize opening 25 is opened when a small prize game is generated. The second large prize opening 25 can accept game balls when it is open. The second large prize opening 25 is closed when a small prize game is not generated. The second large prize opening 25 cannot accept game balls when it is closed. As an example, the second large prize opening 25 opens upward when the opening / closing piece 25a is in the open state. As an example, when the opening / closing piece 25a is in the closed state, game balls can flow down the top surface. As an example, when the opening / closing piece 25a is in the open state, the opening / closing piece 25a is buried in the gaming board 20. In other words, when the opening / closing piece 25a is in the closed state, game balls flowing down the top surface of the opening / closing piece 25a enter the second large prize opening 25 when the opening / closing piece 25a is in the open state. The gaming board 20 is equipped with a second special solenoid SL3 as a means for opening and closing the opening / closing piece 25a of the second large prize opening 25 (see FIG. 6). The gaming board 20 is equipped with a second count sensor SE4 that detects game balls that have entered the second large prize opening 25 (see FIG. 6). The opening / closing piece 25a of the second large prize opening 25 is a so-called "special electric device."

[0025] As shown in FIG. 4, the gaming board 20 has a passage 26 through which a gaming ball that has entered the second large winning opening 25 can pass. The passage 26 is arranged to branch into a first passage 26a and a second passage 26b at a branching section 27. The pachinko gaming machine 10 has a distribution shutter 28. The distribution shutter 28 is arranged at the branching section 27. The distribution shutter 28 can be in a first state and a second state. A gaming ball that has entered the second large winning opening 25 is distributed to the first passage 26a when the distribution shutter 28 is in the first state. A gaming ball that has entered the second large winning opening 25 is distributed to the second passage 26b when the distribution shutter 28 is in the second state. The game board 20 is provided with a distribution solenoid SL4 (see FIG. 6) as a means for operating the distribution shutter 28 so that it can be in the first state and the second state.

[0026] The gaming board 20 is equipped with a specific sensor SE5 that detects a gaming ball passing through a specific area in the first passage 26a. In this embodiment, the specific area is a so-called "V area." As an example, when the second large winning opening 25 is opened by the occurrence of a small winning game, if the gaming ball that entered the second large winning opening 25 passes through the specific area, a jackpot game is triggered by the gaming ball passing through the specific area. In other words, the pachinko gaming machine 10 in this embodiment is a gaming machine (a so-called "type 1 / type 2 hybrid machine") that has a jackpot game that is triggered by winning a jackpot in a winning lottery, and a jackpot game that is triggered by winning a small winning in a winning lottery.

[0027] The gaming board 20 has a gate 29. The gate 29 is located in the upper right corner of the first effect display device 15. The gate 29 is located above the second start opening 23, the first large prize opening 24, and the second large prize opening 25. The gate 29 has a gate opening 29a that is always open so that gaming balls can enter. The gaming board 20 has a gate sensor SE6 that detects gaming balls that enter the gate opening 29a and pass through the gate 29 (see Figure 6). The gate 29 is an entrance opening through which gaming balls can enter to establish the conditions for starting a normal game. The gate 29 is an entrance opening through which the conditions for paying out prize balls are not established even if a gaming ball enters.

[0028] The normal winning opening 30 is a winning opening into which gaming balls enter when the conditions for paying out prize balls are met. As an example, the normal winning opening 30 is located below the first effect display device 15. As an example, the normal winning opening 30 is located below the second starting opening 23, the first large winning opening 24, the second large winning opening 25, and the gate 29. The normal winning opening 30 is always open so that gaming balls can enter. The gaming board 20 is equipped with a normal sensor SE7 that detects gaming balls that have entered the normal winning opening 30 (see Figure 6). The gaming board 20 is equipped with an outlet 31 at the bottom of the gaming area 20a for discharging gaming balls that have not entered any of the first starting opening 22, the second starting opening 23, the first large winning opening 24, the second large winning opening 25, and the normal winning opening 30 from the gaming area 20a.

[0029] In the pachinko gaming machine 10, the player can adjust the firing strength of the gaming ball by operating the firing handle 18, and hit the gaming ball into either the left area to the left of the display window 20b or the right area to the right of the display window 20b. For example, if the gaming ball is fired with a stronger firing strength (hereinafter referred to as a right hit), the gaming ball is likely to flow down into the right area. If the gaming ball flows down the right area, it may enter the second starting opening 23, the first large prize opening 24, the second large prize opening 25, the gate 29, and the regular prize opening 30. Because a right hit requires the gaming ball to be fired with force to reach the right area, the firing strength is adjusted to maximum strength or slightly weaker than maximum strength.

[0030] On the other hand, when the gaming ball is launched with a weaker launch strength (hereinafter referred to as a left hit), the gaming ball is more likely to flow down into the left region. When the gaming ball flows down the left region, it may enter the first starting hole 22. When the gaming ball is launched from the left, it does not need to be launched as forcefully as when the gaming ball is launched from the right, so the strength is adjusted so that the launched gaming ball does not reach the right region. In the pachinko gaming machine 10, when the gaming ball is launched from the right, a flow path for the gaming ball is formed by gaming components such as gaming nails so that the gaming ball cannot enter the first starting hole 22. The gaming components may be arranged to restrict the ball from entering the first starting hole 22 when the gaming ball is launched from the right, or may be arranged to make it more difficult for the ball to enter the first starting hole 22 compared to when the gaming ball is launched from the left.

[0031] The left area is the area located to the left of the center line CL that bisects the play area 20a into left and right halves when the play board 20 is viewed from the front. The right area is the area located to the right of the center line CL when the play board 20 is viewed from the front. A game ball launched by operating the launch handle 18 is guided to the inlet 20c located in the upper left of the play area 20a and flows into the play area 20a. In other words, the left area is also the area closer to the inlet 20c. And the right area is also the area farther from the inlet 20c. A game ball guided down the left area passes to the left of the first effect display device 15 located in the center of the play area 20a when viewed from the front. The game ball then heads toward the outlet 31 located at the bottom of the play area 20a. A game ball guided down the right area passes to the right of the first effect display device 15 located in the center of the play area 20a when viewed from the front. Thereafter, the game ball heads toward the outlet 31.

[0032] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a plurality of states (hereinafter referred to as ball entry rate states) with different ball entry rates into the second starting hole 23. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate into the second starting hole 23 is higher than in the low ball entry rate state. The high ball entry rate state is advantageous for the player because it is a state in which the probability of a game ball entering the second starting hole 23 is high and it is easy for game balls to enter the second starting hole 23 (easy ball entry state). The high ball entry rate state can also be said to be an electric support state that supports balls entering the second starting hole 23, which is a normal electric device.

[0033] The high ball entry rate state is realized by performing normal symbol fluctuation time shortening control, which shortens the fluctuation time of the normal game (e.g., average fluctuation time) compared to the low ball entry rate state, and opening time extension control, which lengthens the total opening time of the second start port 23 in one normal win game (e.g., average total opening time) compared to the low ball entry rate state. As an example, the normal symbol fluctuation time shortening control can be realized by making at least some of the fluctuation patterns that define the fluctuation time of the normal game different between the low ball entry rate state and the high ball entry rate state. As an example, the opening time extension control is at least one of control that increases the number of times the second start port 23 is opened in one normal win game compared to the low ball entry rate state, and control that lengthens the opening time of one opening of the second start port 23 in a normal win game compared to the low ball entry rate state. As an example, the opening time extension control can be realized by changing at least some of the opening patterns that determine the opening manner of the second start opening 23 in a normal winning game between a low ball entry rate state and a high ball entry rate state. As an example, the opening pattern determines the number of times the second start opening 23 is opened, the opening time, and the opening timing (closing timing).

[0034] As an example, the high ball winning rate state is realized by combining the third control, which will be explained below. The third control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. As an example, the special symbol fluctuation time shortening control can be realized by making at least some of the fluctuation patterns that determine the fluctuation time of the special game different between the low ball winning rate state and the high ball winning rate state. The details of the fluctuation patterns will be described later. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (hereinafter referred to as the "time shortening state"), and the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (hereinafter referred to as the "non-time shortening state").

[0035] Next, we will explain the types of small wins and small win games. A small win game occurs according to the type of small win. The type of small win is determined by the type of small win symbol (special symbol). In other words, a small win game occurs according to the type of special symbol. There may be one type of small win, or multiple types. Each small win symbol of a special symbol includes one or multiple types of special symbols. As an example, there is one type of small win. In other words, there is one type of small win game. In the following explanation, for the sake of convenience, the winning lottery for a special symbol may be simply referred to as a winning lottery.

[0036] In the small win game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the small win opening time). For example, the predetermined effect is an opening effect that allows the start of the small win game to be recognized. In the small win game, after the small win opening time has elapsed, a round game is performed once to open the second large winning port 25.

[0037] In a small win game, a round of play ends when a number condition is met in which a predetermined maximum number of game balls enter the ball slot, a time condition in which a predetermined maximum time has elapsed, or an occurrence condition in which a game ball passes through a specific area. For example, the maximum number is 10 balls. That is, in a small win game, a round of play ends when the number condition is met by 10 game balls entering the ball slot. For example, the maximum time is 1.252 seconds. That is, in a small win game, a round of play ends when the time condition is met by 1.252 seconds having elapsed. Note that the maximum number may differ depending on the type of small win game. The maximum time may differ depending on the type of small win game.

[0038] In a small win game, the second large prize opening 25 is opened in a predetermined opening manner (opening pattern) during a round game. As an example, in a small win game, the second large prize opening 25 opens for 0.028 seconds, then closes for 0.5 seconds, which is repeated nine times, and then opens again for one second. In other words, in a small win game, the second large prize opening 25 is opened ten times during a round game. In a small win game, the distribution shutter 28 operates in a predetermined distribution manner (distribution pattern). As an example, in a small win game, the distribution shutter 28 takes the second state when the round game starts. Thereafter, the distribution shutter 28 takes the first state when a specific number of game balls enter the second large prize opening 25 during the round game. A specific number is set for each small win game. As an example, the specific number is four. As described above, the game ball that has entered the second large winning opening 25 can pass through a specific area of ​​the first passage 26a when the distribution shutter 28 is in the first state. In other words, in a small win game, the occurrence condition can be established when a specific number of game balls enter the second large winning opening 25 in a round game.

[0039] In round play, a predetermined effect is performed. For example, the predetermined effect is a round effect that allows the player to recognize that a round play of small win game is being played. In small win game, when the round play ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the small win ending time). For example, the predetermined effect is an ending effect that allows the player to recognize that the small win game has ended. The small win game ends as the small win ending time passes. In small win game, when the round play ends due to the establishment of an occurrence condition, a jackpot game occurs after the end of the small win game. In other words, the occurrence condition is a condition that, when met, triggers the occurrence of a jackpot game.

[0040] Next, the types of jackpots and jackpot games will be explained. The jackpot game is triggered according to the type of jackpot and the type of minor jackpot. The type of jackpot is determined by the type of jackpot symbol (special symbol). In other words, the jackpot game is triggered according to the type of special symbol.

[0041] As shown in FIG. 5, the jackpot games include a first jackpot game A, a second jackpot game B, a third jackpot game C, and a fourth jackpot game D. The first jackpot game A is triggered by winning the first jackpot O1 in the lottery. The second jackpot game B is triggered by winning the second jackpot O2 in the lottery. The third jackpot game C is triggered by winning the third jackpot O3 in the lottery. The fourth jackpot game D is triggered when the conditions for triggering the small jackpot game are met. In other words, the fourth jackpot game D is a jackpot based on winning a small jackpot in the lottery. The first jackpot O1 corresponds to the first jackpot symbol Z1. The second jackpot O2 corresponds to the second jackpot symbol Z2. The third jackpot O3 corresponds to the third jackpot symbol Z3. The small jackpot, which is one type, corresponds to the small jackpot symbol Za.

[0042] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the jackpot opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a predetermined number of rounds of play are played to open the first large prize winning slot 24. As an example, the maximum number of rounds of play for the first jackpot game A, the second jackpot game B, the third jackpot game C, and the fourth jackpot game D is 10. Here, in the fourth jackpot game D, which is generated when the generation condition is satisfied in the small prize game, one round of play in the small prize game is included in the maximum number of rounds. In other words, the number of rounds of play to open the first large prize winning slot 24 in the fourth jackpot game D is effectively 9. In addition, in the fourth big win game D, which occurs when the occurrence conditions are met in the small win game, the round game may start without the opening time having elapsed.

[0043] In a jackpot game, one round of play ends when a number condition is met, that is, a predetermined upper limit number of game balls enter the machine, or a time condition is met, that is, a predetermined upper limit time has elapsed. For example, the upper limit number is 10 balls. In other words, one round of play ends when the number condition is met, that is, when 10 game balls enter the machine. For example, the upper limit time is 25 seconds. In other words, one round of play ends when the time condition is met, that is, when 25 seconds have elapsed.

[0044] In round play, the first large prize opening 24 is opened in a predetermined opening manner (opening pattern). In round play, a predetermined effect is performed. For example, the predetermined effect is a round effect that allows the player to recognize that a round play of a jackpot game is being executed. In jackpot play, when the final round play ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the jackpot ending time). For example, the predetermined effect is an ending effect that allows the player to recognize that the jackpot game has ended. The jackpot game ends with the passage of the jackpot ending time. In the following description, when distinguishing between opening effects in small jackpot games and opening effects in jackpot games, they are referred to as small jackpot opening effect and jackpot opening effect, respectively. Furthermore, when distinguishing between round effects in small jackpot games and round effects in jackpot games, they are referred to as small jackpot round effect and jackpot round effect, respectively. Furthermore, when distinguishing between the ending effects in small hit games and the ending effects in big hit games, they will be referred to as small hit ending effects and big hit ending effects, respectively.

[0045] The following describes the effects that can be executed by the pachinko gaming machine 10. An effect can be executed by one of the plurality of effect execution devices that make up the effect execution device group, or by having a plurality of effect execution devices work together.

[0046] The display effects in the first effect display device 15 include a symbol variation game (hereinafter referred to as a symbol game) using effect symbols (decorative symbols). The first effect display device 15 is capable of displaying a plurality of symbol rows. Each symbol row is composed of a plurality of effect symbols and is also referred to as a reel. Each of the plurality of effect symbols is composed of numbers "1" to "8" as identification information for identifying the result of a winning lottery. As an example, the effect symbols are Arabic numerals "1" to "8" decorated with characters, patterns, etc., and are symbols for diversifying the display effects. In the effect game, the effect symbols are variably displayed in each of the plurality of symbol rows, and then the effect symbols are statically displayed in each of the plurality of symbol rows, thereby statically displaying a combination of effect symbols (hereinafter referred to as a symbol combination). In other words, in the effect game, the identification information in the plurality of rows is variably displayed, and then the identification information in the plurality of rows is statically displayed. As an example, the effect game is played by varying (scrolling) the effect symbols of the left symbol row, the center symbol row, and the right symbol row in a predetermined direction.

[0047] As an example, the effect games include a special effect game that is executed in response to a special game and a normal effect game that is executed in response to a normal game. As an example, the special effect game starts and ends together with the special game. In the special effect game, a symbol combination corresponding to the special symbol that is stopped and displayed in the special game is displayed. For example, in the special effect game, when a jackpot symbol is stopped and displayed in the special game, the jackpot symbol combination is displayed. As an example, the jackpot symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are the same (so-called symbol matching), such as

[0777] . For example, in the special effect game, when a small win symbol is stopped and displayed in the special game, the small win symbol combination is displayed. As an example, the small win symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are the same, such as

[0777] . For example, in a special effect game, when a time-saving trigger symbol is displayed in a stopped state in a special game, the symbol combination that triggers the time-saving is also displayed in a stopped state. As an example, the time-saving trigger symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as

[0468] . For example, in a special effect game, when a losing symbol is displayed in a stopped state in a special game, the losing symbol combination is also displayed in a stopped state. As an example, the losing symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as

[0787] and

[0468] . Special games and special effect games executed in response to the special games are examples of variable games.

[0048] As an example, the normal effect game starts and ends together with the normal game. In the normal effect game, a symbol combination corresponding to the normal symbol displayed in the normal game is displayed. As an example, the normal symbols that can be displayed in the normal game are the first normal winning symbol and the second normal winning symbol. For example, in the normal effect game, when the first normal winning symbol is displayed in the normal game, the symbol combination for the first normal winning is displayed. As an example, the symbol combination for the first normal winning is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as

[0787] and

[0468] . For example, in the normal effect game, when the second normal winning symbol is displayed in the normal game, the symbol combination for the second normal winning is displayed. As an example, the symbol combination for the second normal winning is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are the same, such as

[0777] (so-called symbol matching). The normal game and the normal effect game executed in response to the normal game are examples of variable games.

[0049] A performance game may include a reach effect. A reach effect is an effect that forms a reach and ultimately stops and displays a predetermined symbol combination. Hereinafter, a state in which a reach is formed may be referred to as a reach state. A reach is a state just before a winning symbol combination is formed, or a state just before a symbol combination for a second normal win is formed (so-called "tenpai"). For example, a reach is a state in which a performance symbol is displayed variably in an arbitrary symbol row (e.g., a middle symbol row), such as [7↓7], and performance symbols containing the same identification information (numbers) are displayed statically in multiple symbol rows different from the aforementioned symbol row (hereinafter referred to as reach formation rows, e.g., the left and right symbol rows). Reach effects include a first reach effect, a second reach effect, and a third reach effect. The first reach effect and the second reach effect are reach effects that can be executed in a non-time-saving state. The third reach effect is a reach effect that can be executed in a time-saving state. The first reach effect is a reach effect that has a higher expectation of winning in the current effect game (hereinafter referred to as the "expected win rate") than the second reach effect. As an example, the first reach effect is an effect that suggests or notifies that a win will occur in the current effect game. The first effect display device 15 is an example of a variable game execution means that can execute a variable game.

[0050] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in Figure 6, the pachinko gaming machine 10 is provided with a main board 80 and an auxiliary board 90 on the back side (rear) of the gaming board 20. The main board 80 and the auxiliary board 90 are connected so that various control commands (control signals) can be output in one direction from the main board 80 to the auxiliary board 90. The main board 80 executes predetermined processing and outputs control signals to the auxiliary board 90. The auxiliary board 90 executes predetermined processing based on the control commands input from the main board 80.

[0051] The main board 80 will now be described. The main board 80 includes a main control CPU 81, a main control ROM 82, a main control RWM 83, and a random number generation circuit 84. The main control CPU 81 executes a main control program to perform processing related to the progress of the game. The main control ROM 82 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The main control ROM 82 stores multiple types of fluctuation patterns. For example, the fluctuation patterns include a fluctuation pattern for special symbols and a fluctuation pattern for normal symbols. The fluctuation pattern for special symbols is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern for special symbols is information that can identify the fluctuation content of the special game. For example, the fluctuation pattern for special symbols can identify the presentation time and presentation content of a special effect game. The fluctuation pattern for normal symbols is information that can identify the fluctuation time from the start to the end of a normal game. The fluctuation pattern for normal symbols is information that can identify the fluctuation content of the normal game. As an example, the variation pattern for normal symbols can specify the presentation time and presentation content of the normal presentation game.

[0052] The variation patterns for special symbols include a jackpot variation pattern, a small jackpot variation pattern, a time-saving trigger variation pattern, and a miss variation pattern. A special effect game based on a jackpot variation pattern goes through a first reach effect or a second reach effect, and finally a jackpot symbol combination is displayed. In other words, a jackpot variation pattern can include a first jackpot variation pattern in which a special effect game goes through a first reach effect and finally a jackpot symbol combination is displayed. Also, a jackpot variation pattern can include a second jackpot variation pattern in which a special effect game goes through a second reach effect and finally a jackpot symbol combination is displayed.

[0053] In the special effect game based on the small win variation pattern, the small win symbol combination is finally stopped and displayed without going through the reach effect. In the special effect game based on the time-saving trigger variation pattern, the time-saving trigger symbol combination is finally stopped and displayed without going through the reach effect.

[0054] In a special effect game based on a loss variation pattern, a losing symbol combination is finally stopped and displayed after going through a second reach effect or without going through a reach effect. In other words, the loss variation pattern may include a loss reach variation pattern in which a losing symbol combination is finally stopped and displayed after going through a second reach effect in a special effect game. Also, the loss variation pattern may include a first loss variation pattern and a second loss variation pattern in which a longer variation time is set compared to the first loss variation pattern, as variation patterns in which a losing symbol combination is finally stopped and displayed without going through a reach effect in a special effect game.

[0055] There are two normal symbol fluctuation patterns: a first normal hit fluctuation pattern and a second normal hit fluctuation pattern. In a normal effect game based on the first normal hit fluctuation pattern, the symbol combination for the first normal hit is finally displayed after passing through the third reach effect, or without passing through the reach effect. In other words, the first normal hit fluctuation pattern has a predetermined first normal hit fluctuation pattern in which the symbol combination for the first normal hit is finally displayed without passing through the reach effect. Also, the first normal hit fluctuation pattern has a specific first normal hit fluctuation pattern in which the symbol combination for the first normal hit is finally displayed after passing through the third reach effect.

[0056] In a normal effect game based on the second normal winning variation pattern, the third reach effect is followed by the final display of the second normal winning symbol combination. The main control RWM 83 stores various information that is rewritten according to the processing results of the main control CPU 81. For example, the information stored by the main control RWM 83 includes flags, counters, and timers. The random number generation circuit 84 generates hardware random numbers. The main board 80 may be configured to be able to generate software random numbers through the random number generation process by the main control CPU 81.

[0057] The main board 80 is connected to each of the sensors SE1 to SE7. The main control CPU 81 can input detection signals output by each of the sensors SE1 to SE7 when they detect a gaming ball. The main board 80 is connected to each of the display devices 19a to 19f. The main control CPU 81 can control the display content of each of the display devices 19a to 19f. The main board 80 is connected to each of the solenoids SL1 to SL4. The main control CPU 81 can control the opening state of the second start opening 23, the first special winning opening 24, and the second special winning opening 25 by controlling the operation of each of the solenoids SL1 to SL3. The main control CPU 81 can control the distribution state of the distribution shutter 28 by controlling the operation of the distribution solenoid SL4.

[0058] Next, the sub-substrate 90 will be described. The sub-board 90 includes a sub-control CPU 91, a sub-control ROM 92, and a sub-control RWM 93. The sub-control CPU 91 executes a sub-control program to perform processing related to the effects. The sub-control CPU 91 is an example of a control means. The sub-control ROM 92 stores the sub-control program and judgment values ​​used for predetermined lotteries. The sub-control ROM 92 stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects. The sub-control RWM 93 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RWM 93 includes flags, counters, and timers. The sub-board 90 is configured to be able to generate software random numbers through a random number generation process performed by the sub-control CPU 91. The sub-board 90 may also be equipped with a random number generation circuit to be able to generate hardware random numbers.

[0059] The sub-board 90 is connected to the first performance display device 15. The sub-control CPU 91 is capable of controlling the display content of the first performance display device 15. The sub-board 90 is connected to the second performance display device 16. The sub-control CPU 91 is capable of controlling the display content of the second performance display device 16. The sub-board 90 is connected to the audio output device 13. The sub-control CPU 91 is capable of controlling the output content of the audio output device 13. The sub-board 90 is connected to the decorative light emitting device 14. The sub-control CPU 91 is capable of controlling the light emitting mode of the decorative light emitting device 14.

[0060] The sub-board 90 is connected to the effect button EB. The sub-control CPU 91 can input an operation signal indicating the operation state of the effect button EB. The sub-board 90 is connected to the cross button JB. The sub-control CPU 91 can input an operation signal indicating the operation state of the cross button JB. In other words, the sub-control CPU 91 can input an operation signal indicating the operation state of the up button. The sub-control CPU 91 can input an operation signal indicating the operation state of the down button. The sub-control CPU 91 can input an operation signal indicating the operation state of the left button. The sub-control CPU 91 can input an operation signal indicating the operation state of the right button.

[0061] Next, various processes performed by the main control CPU 81 of the main board 80 will be described. The special input process will now be described. The main control CPU 81 executes a special input process as one of the timer interrupt processes performed at a predetermined control period (for example, 4 ms). In the special input process, the main control CPU 81 determines whether a gaming ball has entered the first start hole 22 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 22, the main control CPU 81 determines whether the first special reserve number stored in the main control RWM 83 is less than the upper limit number. When the first special reserve number is less than the upper limit number, the main control CPU 81 updates the first special reserve number by adding 1. The main control CPU 81 controls the first special reserve display device 19c to display information that can identify the updated first special reserve number. In other words, the reserve condition for the first special game is met when a gaming ball is detected by the first start sensor SE1 when the first special reserve number is less than the upper limit number.

[0062] Next, the main control CPU 81 acquires a random number generated by the random number generation circuit 84 and stores first random number information based on the acquired random number in the main control RWM 83. For example, the random number may be a winning random number used in a lottery to determine whether a special symbol is a winning symbol, a symbol random number used to determine a winning symbol, or a variation pattern random number used to determine a variation pattern. The first random number information is stored so that it is possible to identify that it is information for the first special game and its storage order. The first random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. By storing the first random number information in the main control RWM 83, the pachinko gaming machine 10 can suspend execution of the first special game until the start condition is met.

[0063] When the main control CPU81 stores the first random number information in the main control RWM83, if a gaming ball has not entered the first start hole 22 and if the first special reserved number is not less than the upper limit number, the main control CPU81 determines whether a gaming ball has entered the second start hole 23 based on whether a detection signal has been input from the second start sensor SE2. If a gaming ball has entered the second start hole 23, the main control CPU81 determines whether the second reserved number stored in the main control RWM83 is less than the upper limit number. If the second reserved number is less than the upper limit number, the main control CPU81 updates the second reserved number by adding 1. The main control CPU81 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The reserved condition for the second special game is met when a gaming ball is detected by the second start sensor SE2 when the second special reserved number is less than the upper limit number.

[0064] Next, the main control CPU 81 acquires a random number generated by the random number generation circuit 84 and stores first random number information based on the acquired random number in the main control RWM 83. The second random number information is stored so that it is possible to identify that it is information to be used in the second special game and its storage order. The second random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. By storing the second random number information in the main control RWM 83, the pachinko gaming machine 10 can suspend execution of the second special game until the start condition is met.

[0065] The first special start process will be described. The main control CPU 81 executes a first special start process as one of the timer interrupt processes. The main control CPU 81 determines whether the start conditions of the first special game are met. The main control CPU 81 determines that the start conditions of the first special game are met when neither a jackpot game is being played nor the first special game is being executed. On the other hand, the main control CPU 81 determines that the start conditions of the special game are not met when a jackpot game is being played or the first special game is being executed. If the start conditions of the first special game are not met, the main control CPU 81 terminates the first special start process. If the start conditions of the first special game are met, the main control CPU 81 determines whether the first special reserved number is greater than zero. If the first special reserved number is zero, the main control CPU 81 terminates the first special start process.

[0066] If the first special reserve number is greater than zero, the main control CPU81 updates the first special reserve number by subtracting 1. The main control CPU81 controls the first special reserve display device 19c to display information that can identify the first special reserve number after subtraction. Next, the main control CPU81 acquires the earliest stored information from the main control RWM83 among the first random number information. The main control CPU81 uses the winning random number identified from the acquired first random number information to conduct a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a special pattern winning lottery. The main control CPU81 conducts a jackpot lottery with a jackpot probability according to the current probability state.

[0067] When a jackpot is won, the main control CPU81 performs jackpot variation processing. In the jackpot variation processing, the main control CPU81 performs a first pattern lottery using a pattern random number identifiable from the first random number information to determine the jackpot pattern of the special symbol to be stopped and displayed in the first special game. As an example, the jackpot patterns of the special symbols that can be stopped and displayed in the first special game are the first jackpot pattern Z1, the second jackpot pattern Z2, and the third jackpot pattern Z3. Note that if there is only one type of jackpot pattern that can be stopped and displayed in the first special game, the configuration may be such that one type of jackpot pattern is determined without performing the first pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number identifiable from the first random number information to determine the variation pattern from among multiple jackpot variation patterns. As an example, when the main control CPU81 determines the first jackpot symbol Z1, it can determine the first jackpot fluctuation pattern or the second jackpot fluctuation pattern. As an example, when the main control CPU81 determines the second jackpot symbol Z2, it can determine the first jackpot fluctuation pattern. As an example, when the main control CPU81 determines the third jackpot symbol Z3, it can determine the second fluctuation pattern. After that, the main control CPU81 ends the first special start process.

[0068] If the jackpot is not won, the main control CPU81 performs a loss variation process. In the loss variation process, the main control CPU81 performs a second pattern lottery using a pattern random number that can be identified from the first random number information, and determines the losing special pattern to be stopped and displayed in the first special game. Note that if there is only one type of loss pattern, the losing pattern may be determined without performing a second pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the first random number information, and determines a variation pattern from multiple loss variation patterns. As an example, the main control CPU81 may determine the first loss variation pattern, the second loss variation pattern, or the loss reach variation pattern. Thereafter, the main control CPU81 ends the first special start process.

[0069] The second special start process will be described. The main control CPU 81 executes a second special start process as one of the timer interrupt processes. The main control CPU 81 determines whether the start conditions for the second special game are met. The main control CPU 81 determines that the start conditions for the second special game are met when neither a jackpot game is being played nor the second special game is being executed. On the other hand, the main control CPU 81 determines that the start conditions for the special game are not met when a jackpot game is being played or the second special game is being executed. If the start conditions for the second special game are not met, the main control CPU 81 terminates the second special start process. If the start conditions for the second special game are met, the main control CPU 81 determines whether the second special reserved number is greater than zero. If the second special reserved number is zero, the main control CPU 81 terminates the second special start process.

[0070] If the second special reserve number is greater than zero, the main control CPU81 updates the second special reserve number by subtracting 1. The main control CPU81 controls the second special reserve display device 19d to display information that can identify the second special reserve number after subtraction. Next, the main control CPU81 acquires the information that was stored first from the second random number information from the main control RWM83. The main control CPU81 uses the winning random number identified from the acquired second random number information to conduct a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a special pattern winning lottery. The main control CPU81 conducts a jackpot lottery with a jackpot probability according to the current probability state.

[0071] If a jackpot is won, the main control CPU81 performs jackpot variation processing. In the jackpot variation processing, the main control CPU81 performs a third pattern lottery using a pattern random number identifiable from the second random number information to determine the jackpot pattern of the special symbol to be stopped and displayed in the second special game. As an example, the jackpot pattern of the special symbol that can be stopped and displayed in the second special game is the first jackpot pattern Z1. Note that if there is only one type of jackpot pattern that can be stopped and displayed in the second special game, the configuration may be such that one type of jackpot pattern (first jackpot pattern Z1) is determined without performing the third pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number identifiable from the second random number information to determine the variation pattern from among multiple jackpot variation patterns. Thereafter, the main control CPU81 ends the second special start processing.

[0072] If the big win is not won, the main control CPU 81 uses the winning random number specified from the acquired second random number information to perform a small win lottery (small win determination) to determine whether or not a small win will be won as a winning lottery for the special pattern. The main control CPU 81 performs the small win lottery with a predetermined small win probability.

[0073] When a small win is won, the main control CPU81 performs small win variation processing. In the small win variation processing, the main control CPU81 performs a fourth pattern lottery using a pattern random number identifiable from the second random number information to determine the small win pattern of the special pattern to be stopped and displayed in the second special game. As an example, the small win pattern of the special pattern that can be stopped and displayed in the second special game is the small win pattern Za. Note that if there is only one type of small win pattern of the special pattern that can be stopped and displayed in the second special game, the configuration may be such that one type of small win pattern (small win pattern Za) is determined without performing the fourth pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number identifiable from the second random number information to determine the variation pattern from among multiple small win variation patterns. Thereafter, the main control CPU81 ends the second special start processing.

[0074] If the small win is not won, the main control CPU81 performs time-saving trigger variation processing. In the time-saving trigger variation processing, the main control CPU81 performs a fifth pattern lottery using a pattern random number identifiable from the second random number information, and determines the time-saving trigger pattern of the special pattern to be stopped and displayed in the second special game. Note that if there is only one type of time-saving trigger pattern, the time-saving trigger pattern may be determined without performing a fifth pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number identifiable from the second random number information, and determines the variation pattern from among the time-saving trigger variation patterns. Thereafter, the main control CPU81 ends the second special start processing. In other words, the losing special pattern will not be stopped and displayed in the second special game.

[0075] The main control CPU 81 outputs a special symbol variation start command and a special symbol command to the sub-board 90 in the jackpot variation process, small jackpot variation process, time-saving trigger variation process, and loss variation process. The special symbol variation start command is a control command that can specify the variation pattern determined in each variation process in the special start process and the start of the variation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol, small jackpot symbol, time-saving trigger symbol, or loss symbol) determined in each variation process. The special symbol variation start command and the special symbol command are control commands that differ when the first special game variation process is executed and when the second special game variation process is executed.

[0076] In this way, in the first special start process, the first jackpot O1, the second jackpot O2, and the third jackpot O3 can be won in the winning lottery. On the other hand, in the first special start process, a small jackpot is not won in the winning lottery. In the second special start process, a small jackpot and the first jackpot O1 can be won in the winning lottery. On the other hand, in the second special start process, the second jackpot O2 and the third jackpot O3 are not won in the winning lottery. Also, in the second special start process, the time-saving trigger symbol for the special symbol can be determined. On the other hand, in the first special start process, the time-saving trigger symbol for the special symbol is not determined.

[0077] When the first special start process and the second special start process are completed, the main control CPU 81 executes the first special game or the second special game through a process separate from the first special start process and the second special start process. Specifically, when the main control CPU 81 finishes the first special start process, it executes the first special game. When executing the first special game, the main control CPU 81 controls the first special pattern display device 19a to start variable display of predetermined symbols. The main control CPU 81 measures a variable time set in a variable pattern. When the variable time set in the variable pattern has elapsed, the main control CPU 81 controls the first special pattern display device 19a to statically display the special symbol determined in the special start process. Furthermore, when the variable time set in the variable pattern has elapsed, the main control CPU 81 outputs a control command (hereinafter referred to as a variable end command for special symbols) capable of specifying the end of the variable game to the sub-board 90.

[0078] When the main control CPU81 has finished the second special start process, it executes a second special game. When executing the second special game, the main control CPU81 controls the second special pattern display device 19b to start the variable display of predetermined patterns. The main control CPU81 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main control CPU81 controls the second special pattern display device 19b to statically display the special pattern determined in the special start process. Furthermore, when the variable time set in the variable pattern has elapsed, the main control CPU81 outputs a variable end command for the special pattern to the sub-board 90.

[0079] The small win game processing will be explained. The small win game processing is processing for generating a small win game. The main control CPU81 generates a small win game after the special game in which the small win symbol is statically displayed is completed. As an example, the main control CPU81 generates a small win game by operating the opening / closing piece 25a of the second large prize opening 25 according to a predetermined operation pattern. Specifically, the main control CPU81 specifies the type of small win game based on the small win symbol (type of small win) determined in the second special start processing. The main control CPU81 generates the specified type of small win game.

[0080] First, the main control CPU 81 outputs a control command (hereinafter referred to as a small win opening command) capable of identifying the start of the small win opening time to the sub-board 90. When the small win opening time has elapsed, the main control CPU 81 executes a round game. The main control CPU 81 outputs a control command (hereinafter referred to as a small win round command) capable of identifying the start of a round game of the small win game to the sub-board 90. The main control CPU 81 controls the second special solenoid SL3 using the opening control data corresponding to the identified small win game to control the opening mode of the second large prize opening 25. After the round game starts, the main control CPU 81 controls the second special solenoid SL3 to close the second large prize opening 25 when the number of game balls detected by the second count sensor SE4 reaches the upper limit, when a game ball is detected by the specific sensor SE5, or when the upper limit time for the round game has elapsed. In other words, the main control CPU 81 ends the round game. When the round game ends, the main control CPU 81 outputs a control command (hereinafter referred to as a small win ending command) that can specify the start of the small win ending time to the sub-board 90. When the small win ending time has elapsed, the main control CPU 81 ends the small win game.

[0081] The jackpot game processing will now be described. The jackpot game processing is a process for generating a jackpot game. The main control CPU 81 generates a jackpot game after the end of a special game in which a jackpot symbol is statically displayed, or after the end of a small jackpot game in which a round of play ends due to the establishment of a generating condition. As an example, the main control CPU 81 generates a jackpot game by operating the opening / closing piece 24a of the first large prize opening 24 according to a predetermined operating pattern. Specifically, when generating a jackpot game after the end of a special game in which a jackpot symbol is statically displayed, the main control CPU 81 specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the first special start processing and the second special start processing. On the other hand, when a jackpot game is generated after the end of a small jackpot game in which a round game has ended due to the establishment of the generation condition, the main control CPU 81 specifies the type of jackpot game based on the small jackpot symbol (type of small jackpot) determined in the first special start process and the second special start process. The main control CPU 81 generates the specified type of jackpot game.

[0082] First, the main control CPU 81 outputs a control command (hereinafter referred to as the jackpot opening command) capable of specifying the start of the jackpot opening time to the sub-board 90. When the jackpot opening time has elapsed, the main control CPU 81 executes a round of play. Specifically, the main control CPU 81 controls the first special solenoid SL2 using the opening control data corresponding to the specified jackpot game, thereby controlling the opening mode of the first large prize opening 24. After the round of play begins, the main control CPU 81 controls the first special solenoid SL2 to close the first large prize opening 24 when the number of game balls detected by the first count sensor SE3 reaches the upper limit or the upper limit time for the round of play has elapsed. In other words, the main control CPU 81 ends the round of play. The main control CPU 81 repeatedly executes this process of executing a round of play until the upper limit number of rounds set for the jackpot game has been played. Every time a round of jackpot game is started, the main control CPU 81 outputs a control command (hereinafter referred to as a jackpot round command) capable of specifying the start of the round of jackpot game to the sub-board 90. When the final round of game is completed, the main control CPU 81 outputs a control command (hereinafter referred to as a jackpot ending command) capable of specifying the start of the jackpot ending time to the sub-board 90. When the jackpot ending time has elapsed, the main control CPU 81 ends the jackpot game.

[0083] The game state transition process for transitioning the game state will be described. The main control CPU 81 controls the game state by storing information such as flags in the main control RWM 83.

[0084] As shown in Figure 7, when a jackpot game ends, the main control CPU 81 controls the game state according to the type of the jackpot game. Specifically, after the first jackpot game A ends, the main control CPU 81 controls the game state to the first time-shortened state. After the second jackpot game B ends, the main control CPU 81 controls the game state to the second time-shortened state. After the third jackpot game C ends, the main control CPU 81 controls the game state to the third time-shortened state. After the fourth jackpot game D ends, the main control CPU 81 controls the game state to the first time-shortened state.

[0085] After the end of a jackpot game, when the main control CPU81 controls to a game state corresponding to the type of the jackpot game, the main control CPU81 updates the time-shortening state flag stored in the main control RWM83 so as to be able to identify the game state. That is, when the main control CPU81 controls to a first time-shortening state, it updates the time-shortening state flag so as to be able to identify that the game state will be the first time-shortening state. When the main control CPU81 controls to a second time-shortening state, it updates the time-shortening state flag so as to be able to identify that the game state will be the second time-shortening state. When the main control CPU81 controls to a third time-shortening state, it updates the time-shortening state flag so as to be able to identify that the game state will be the third time-shortening state.

[0086] Furthermore, when a time-saving trigger symbol is stopped and displayed in a special game, the main control CPU81 controls to the third time-saving state after the special game ends. That is, the main control CPU81 controls to the third time-saving state after the time-saving trigger special game ends. When controlling to the third time-saving state after the time-saving trigger special game ends, the main control CPU81 updates the time-saving state flag so that it can specify that the control to the third time-saving state will be performed.

[0087] As shown in FIG. 8, when the main control CPU 81 is controlling the game to the time-shortened state, if an end condition corresponding to the type of the time-shortened state is satisfied, the main control CPU 81 controls the game to the non-time-shortened state. For example, when the main control CPU 81 is controlling the game to the first time-shortened state, the main control CPU 81 determines that the end condition of the first time-shortened state is satisfied if the number of times the normal game has been executed after the game has been controlled to the first time-shortened state reaches a predetermined first upper limit. For example, the first upper limit is 120 times. For example, when the main control CPU 81 is controlling the game to the first time-shortened state, the main control CPU 81 determines that the end condition of the first time-shortened state is satisfied if the total number of times the first special game has been executed and the second special game has been executed after the game has been controlled to the first time-shortened state reaches a predetermined specified number. For example, the specified number is 100 times. For example, when the main control CPU 81 is controlling the game to the first time-shortened state, the main control CPU 81 determines that the end condition of the first time-shortened state is satisfied if the number of times the second special game has been executed after the game has been controlled to the first time-shortened state reaches a predetermined specified number. For example, the specified number is 1 time.

[0088] As an example, when the main control CPU 81 is controlling the game to the second time-shortening state, the main control CPU 81 determines that the termination condition for the second time-shortening state has been met if the number of times the normal game has been executed after the game has been controlled to the second time-shortening state reaches a predetermined second upper limit. The second upper limit may be less than the first upper limit, the same as the first upper limit, or a greater than the first upper limit. As an example, the second upper limit is 100 times. As an example, when the main control CPU 81 is controlling the game to the second time-shortening state, the main control CPU 81 determines that the termination condition for the second time-shortening state has been met if the total number of times the first special game has been executed and the second special game has been executed after the game has been controlled to the second time-shortening state reaches a predetermined number. As an example, when the main control CPU 81 is controlling the game to the second time-shortening state, the main control CPU 81 determines that the termination condition for the second time-shortening state has been met if the number of times the second special game has been executed after the game has been controlled to the second time-shortening state reaches a predetermined number.

[0089] As one example, when the main control CPU81 is controlling the game to the third time-shortening state, it determines that the condition for terminating the third time-shortening state has been met if the total number of times the first special game has been executed and the second special game has been executed after control has been placed in the third time-shortening state reaches a predetermined specified number of times. As one example, when the main control CPU81 is controlling the game to the third time-shortening state, it determines that the condition for terminating the third time-shortening state has been met if the total number of times the second special game has been executed after control has been placed in the third time-shortening state reaches a predetermined specified number of times.

[0090] When the termination condition of each time-shortening state is satisfied, the main control CPU 81 controls the state to the non-time-shortening state and updates the time-shortening state flag stored in the main control RWM 83 so as to be able to identify the game state after control to the non-time-shortening state. In other words, when controlling to the non-time-shortening state, the main control CPU 81 updates the time-shortening state flag so as to be able to identify that the state will be controlled to the non-time-shortening state.

[0091] As an example, when the game state transitions, the main control CPU81 stores a control command (hereinafter referred to as a state designation command) capable of identifying the current game state in the output buffer. The state designation commands include a state designation command capable of identifying a non-time-shortened state, a state designation command capable of identifying a first time-shortened state, a state designation command capable of identifying a second time-shortened state, and a state designation command capable of identifying a third time-shortened state. As an example, when power supply is started, the main control CPU81 stores a state designation command capable of identifying the current game state in the output buffer.

[0092] Thus, the termination conditions for each time-saving condition include a common termination condition in which the number of times the second special game has been played reaches a predetermined number. Here, the main control CPU 81 determines that the termination condition for the time-saving state is met when the predetermined number of second special games have been played. As described above, in the second special game, a time-saving trigger symbol may be statically displayed. As an example, when the time-saving trigger symbol is statically displayed in the predetermined number of second special games, the main control CPU 81 controls the state to a non-time-saving state when the predetermined number of second special games have been played, and then controls the state to a third time-saving state when the time-saving trigger symbol is statically displayed in the second special game. Therefore, in each time-saving state, when the second special game is played, when the time-saving trigger symbol is statically displayed in the second special game, the state is first controlled to a non-time-saving state and then to a third time-saving state. As described above, in the second special game, if the winning lottery is not won, the time-saving trigger symbol will always be displayed in a stopped state, so after being controlled to each time-saving state, when the second special game is executed, the player will be controlled to the third time-saving state until the winning lottery is won.

[0093] The normal input process will now be described. The main control CPU 81 executes normal input processing as part of the timer interrupt processing. When the main control CPU 81 receives a detection signal from the gate sensor SE6, it determines whether the normal reserved number stored in the main control RWM 83 is less than the upper limit. If the normal reserved number is not less than the upper limit, the main control CPU 81 terminates the normal input processing. If the normal reserved number is less than the upper limit, the main control CPU 81 adds 1 to the normal reserved number to update it. Next, the main control CPU 81 acquires a random number generated by the random number generation circuit 84 and stores normal random number information based on the acquired random number in the main control RWM 83. For example, the random number may be a normal winning random number used in the lottery for drawing a winning normal symbol, a normal symbol random number used to determine the normal winning symbol, and a normal variable pattern random number used to determine the variable pattern for the normal symbol. Then, the main control CPU 81 terminates the normal input processing.

[0094] The normal start process will now be described. The main control CPU81 executes normal start processing as one of the timer interrupt processing. The main control CPU81 determines whether the start conditions for the normal game are met. The main control CPU81 makes a positive determination when the normal win game is not in progress and the normal game is not running, and makes a negative determination when the normal win game is in progress or the normal game is running. If the start conditions for the normal game are not met, the main control CPU81 ends the normal start processing. If the start conditions for the normal game are met, the main control CPU81 determines whether the normal reserved number is greater than zero. If the normal reserved number is zero, the main control CPU81 ends the normal start processing.

[0095] If the normal hold number is not zero, the main control CPU81 updates the normal hold number by subtracting 1. The main control CPU81 controls the normal hold display device 19f to display information that can identify the normal hold number after subtraction. The main control CPU81 acquires the earliest stored information from the normal random number information from the main control RWM83. The main control CPU81 uses the normal win random number identified from the acquired normal random number information to conduct a normal win lottery (normal win determination) to determine whether or not a normal win will be determined as a winning lottery for the normal pattern. The main control CPU81 conducts a normal win lottery with a normal win probability of 1, regardless of the current game state. As an example, the normal win probability is 1 / 1. Note that if the normal win probability is 1 / 1, the main control CPU81 does not have to conduct a normal win lottery.

[0096] Next, the main control CPU 81 performs a normal pattern lottery using a normal pattern random number that can be identified from the normal random number information, and determines the normal winning pattern of the normal pattern to be stopped and displayed in the normal game. As an example, the normal winning patterns of the normal patterns that can be stopped and displayed in the normal game include a first normal winning pattern and a second normal winning pattern. As an example, the main control CPU 81 performs a normal pattern lottery to determine the type of normal winning pattern at a ratio according to the current game state. As an example, when the current game state is not in a time-saving state, the main control CPU 81 determines the first normal winning pattern as the normal winning pattern of the normal pattern at a ratio of 1 / 1. As an example, when the current game state is in a time-saving state, the main control CPU 81 determines the first normal winning pattern as the normal winning pattern of the normal pattern at a ratio of 348 / 349, 99 / 100, or zero. That is, when the current gaming state is the time-shortening state, the main control CPU81 determines the second normal winning symbol at a rate of 1 / 349, 1 / 100, or 1 / 1 as the normal winning symbol of the normal symbol.

[0097] As an example, the probability of determining a normal winning symbol when the current gaming state is in a time-saving state varies depending on the type of time-saving state. For example, the probability of determining a first normal winning symbol when controlled to the first time-saving state is 99 / 100. For example, the probability of determining a second normal winning symbol when controlled to the first time-saving state is 1 / 100. In other words, the probability of determining a first normal winning symbol when controlled to the time-saving state triggered by the end of the first jackpot game A is 99 / 100. Also, the probability of determining a second normal winning symbol when controlled to the time-saving state triggered by the end of the first jackpot game A is 1 / 100. Also, the probability of determining a first normal winning symbol when controlled to the time-saving state triggered by the end of the fourth jackpot game D is 99 / 100. In addition, when the time-saving state is entered upon the end of the fourth big win game D, the probability of determining the second normal winning pattern is 1 / 100.

[0098] As an example, the determination rate of the first normal winning symbol when controlled to the second time-saving state is 348 / 349. As an example, the determination rate of the second normal winning symbol when controlled to the second time-saving state is 1 / 349. In other words, the determination rate of the first normal winning symbol when controlled to the time-saving state triggered by the end of the second jackpot game B is 348 / 349. Also, the determination rate of the second normal winning symbol when controlled to the time-saving state triggered by the end of the second jackpot game B is 1 / 349.

[0099] As an example, the probability of determining the first normal winning symbol when controlled to the third time-saving state is zero. As an example, the probability of determining the second normal winning symbol when controlled to the third time-saving state is 1 / 1. In other words, the probability of determining the first normal winning symbol when controlled to the time-saving state triggered by the end of the third jackpot game C is zero. Also, the probability of determining the second normal winning symbol when controlled to the time-saving state triggered by the end of the third jackpot game C is 1 / 1. Also, the probability of determining the first normal winning symbol when controlled to the time-saving state triggered by the stopped display of the time-saving trigger symbol is zero. Also, the probability of determining the second normal winning symbol when controlled to the time-saving state triggered by the stopped display of the time-saving trigger symbol is 1 / 1.

[0100] The main control CPU 81 determines a normal symbol variation pattern for which a normal game variation time is set. For example, when the game is not in a time-saving mode, the main control CPU 81 determines a first normal variation pattern for which a first variation time is set. Meanwhile, when the game is in a time-saving mode, the main control CPU 81 determines one variation pattern from a plurality of second normal variation patterns for which a second variation time shorter than the first variation time is set. For example, the first variation time is 10 minutes. For example, when the game is in a time-saving mode, the main control CPU 81 determines a normal symbol variation pattern according to the result of the normal symbol lottery. For example, when the main control CPU 81 determines a first normal symbol as the normal winning symbol as a result of the normal symbol lottery, the main control CPU 81 performs a normal symbol variation pattern determination lottery using a normal symbol variation pattern random number that can be identified from the normal random number information, and determines a variation pattern from a plurality of second normal symbol variation patterns for the first normal winning symbol. As an example, when the main control CPU 81 determines a first normal winning symbol, it can determine a predetermined first normal winning fluctuation pattern or a specific first normal winning fluctuation pattern. As an example, when the main control CPU 81 determines a second normal winning symbol as the normal winning symbol as a result of the normal symbol lottery, it conducts a normal fluctuation pattern determination lottery using a normal fluctuation pattern random number that can be identified from the normal random number information, and determines a fluctuation pattern from among multiple second normal fluctuation patterns for the second normal winning symbol. As an example, when the main control CPU 81 determines a second normal winning symbol, it can determine a second normal winning fluctuation pattern. Due to this manner of determining a fluctuation pattern according to the game state, the fluctuation time of the normal game is shortened during the time-saving state.

[0101] When the normal symbol variation pattern is determined, the main control CPU 81 causes the normal symbol display device 19e to start the normal game and outputs a normal symbol variation start command and a normal symbol command to the sub-board 90. The normal symbol variation start command is a control command that can specify the determined normal symbol variation pattern and the start of the variation game. The normal symbol command is a control command that can specify the determined normal symbol (first normal winning symbol or second normal winning symbol). After that, when the variation time specified in the determined normal symbol variation pattern has elapsed, the main control CPU 81 stops and displays the normal winning symbol according to the result of the normal symbol lottery, and outputs a control command (hereinafter referred to as the normal symbol variation end command) that can specify the end of the variation game to the sub-board 90. The main control CPU 81 that executes the special start process and the normal start process is an example of a variation pattern determination means that determines a variation pattern that can specify the variation time of the variation game.

[0102] The normal winning game process will be explained. When a normal win is won, the main control CPU 81 operates the opening / closing piece 23a of the second start opening 23 according to a predetermined operation pattern after the normal game ends, thereby generating a normal win game. As an example, the main control CPU 81 operates the opening / closing piece 23a of the second start opening 23 according to an operation pattern corresponding to the type of normal win, thereby generating a normal win game. In other words, a normal win game is generated according to the type of normal win. As an example, the type of normal win is determined by the type of normal win symbol. In other words, a normal win game is generated according to the type of normal symbol. As an example, the normal win game includes a first normal win game based on a first normal win symbol and a second normal win game based on a second normal win symbol.

[0103] As an example, the main control CPU 81 controls the normal solenoid SL1 so that, during a first normal winning game, an opening pattern is established in which the opening is performed for a first opening time and then a closing is performed for a first closing time. As an example, the first opening time is a time during which a gaming ball cannot enter the second start port 23 while the second start port 23 is open, or a gaming ball cannot almost enter the second start port 23 while the second start port 23 is open. In other words, during a first normal winning game, a gaming ball cannot enter the second start port 23 while the second start port 23 is open, or a gaming ball cannot almost enter the second start port 23 while the second start port 23 is open. As an example, the first opening time is 0.008 seconds. As an example, the first closing time is 0.008 seconds. As an example, the main control CPU 81 controls the normal solenoid SL1 so that, during a second normal winning game, an opening pattern is established in which the opening is performed for a second opening time and then a closing is performed for a second closing time. As an example, the second opening time is the time during which a gaming ball can easily enter the second starting hole 23 while the second starting hole 23 is open. In other words, in a second normal winning game, a gaming ball can easily enter the second starting hole 23 while the second starting hole 23 is open. As an example, the second opening time is 5.4 seconds. As an example, the second closing time is 0.008 seconds.

[0104] Thus, in the non-time-saving state, only the first normal winning symbol is determined between the first and second normal winning symbols, and therefore, of the first and second normal winning games, only the first normal winning symbol can be played. In the first normal winning game, a game ball cannot enter the second starting hole 23 while the second starting hole 23 is open, or the game ball cannot enter the second starting hole 23 while the second starting hole 23 is open. Therefore, in the non-time-saving state, it is recommended to play with a left-handed shot. On the other hand, in the time-saving state, the second normal winning symbol can be determined, and therefore the second normal winning game can be played. In the second normal winning game, a game ball can easily enter the second starting hole 23 while the second starting hole 23 is open. Therefore, in the time-saving state, it is recommended to play with a right-handed shot to cause the game ball to enter the second starting hole 23.

[0105] The transition of the gaming state will now be explained. As shown in Figure 9, when the conditions for a jackpot game to occur are met while the machine is controlled in a non-time-shortening state, a first time-shortening state, a second time-shortening state, or a third time-shortening state, a jackpot game is executed.

[0106] When a jackpot game ends, the game state is controlled according to the type of jackpot game. After the first jackpot game A ends, the game state is controlled to the first time-saving state. After the second jackpot game B ends, the game state is controlled to the second time-saving state. After the third jackpot game C ends, the game state is controlled to the third time-saving state. After the fourth jackpot game D ends, the game state is controlled to the first time-saving state.

[0107] When the game is in each time-shortening state, the game is controlled to a non-time-shortening state when an ending condition is met. At this time, if the ending condition of the time-shortening state is the execution (end) of the second special game a predetermined number of times, and if the time-shortening trigger symbol is stopped and displayed in the second special game, the game is controlled to a third time-shortening state when the time-shortening trigger symbol is stopped and displayed.

[0108] Next, the production route will be described. In the non-time-shortening state, the variable game progresses according to a presentation route associated with the variable pattern. In other words, the pachinko gaming machine 10 is a gaming machine that has a plurality of presentation routes.

[0109] As shown in Fig. 10, the presentation route includes a predetermined presentation route and a specific presentation route. As an example, the predetermined presentation route is associated with the first failure variation pattern. As an example, the specific presentation route is associated with the second failure variation pattern, the failure reach variation pattern, the first jackpot variation pattern, or the second jackpot variation pattern.

[0110] When the variable game progresses along a predetermined presentation route, a predetermined presentation is executed in the variable game, and a predetermined result is derived after a predetermined variation time has elapsed. As an example, when the variable game progresses along a predetermined presentation route, a losing symbol combination is stopped and displayed as a predetermined result after a predetermined variation time has elapsed in the variable game.

[0111] On the other hand, when the variation game progresses along a specific presentation route, the variation game branches into multiple presentation routes at a predetermined branching point after the variation game starts. For example, the specific presentation route includes a first presentation route, a second presentation route, a third presentation route, a fourth presentation route, a fifth presentation route, and a sixth presentation route. For example, when the first branching point is reached after the variation game starts, the presentation route may branch into a first presentation route, a second presentation route, or a third presentation route. The first route is the presentation route when the variation game progresses along the first presentation route or the second presentation route. The second route is the presentation route when the variation game progresses along the third presentation route, the fourth presentation route, or the fifth presentation route. The third route is the presentation route when the variation game progresses along the sixth presentation route.

[0112] If the first route branches at the first branching point, when the second branching point is reached, it may branch to the first result or the second result. The first result is the result associated with the first presentation route. The second result is the result associated with the second presentation route. If the second route branches at the first branching point, it may branch to the third result, fourth result, or fifth result when the third branching point is reached. The third result is the result associated with the third presentation route. The fourth result is the result associated with the fourth presentation route. The fifth result is the result associated with the fifth presentation route. If the third route branches at the first branching point, the sixth result is derived. The sixth result is the result associated with the sixth presentation route.

[0113] That is, when the variation game proceeds along the first presentation route, it branches to the first route at the first branching point when the first branching timing arrives, and then branches to the first result at the second branching point when the second branching timing arrives. Also, when the variation game proceeds along the second presentation route, it branches to the first route at the first branching point when the first branching timing arrives, and then branches to the second result at the second branching point when the second branching timing arrives. Also, when the variation game proceeds along the third presentation route, it branches to the second route at the first branching point when the first branching timing arrives, and then branches to the third result at the third branching point when the third branching timing arrives. Also, when the variation game proceeds along the fourth presentation route, it branches to the second route at the first branching point when the first branching timing arrives, and then branches to the fourth result at the third branching point when the third branching timing arrives. Furthermore, when the variation game proceeds along the fifth presentation route, when the first branching timing arrives, it branches to the second route at the first branching point, and then when the third branching timing arrives, it branches to the fifth result at the third branching point. Furthermore, when the variation game proceeds along the sixth presentation route, when the first branching timing arrives, it branches to the sixth result as the third route at the first branching point.

[0114] For example, the first result is that after branching to the first route at the first branch point, a jackpot symbol combination based on the second jackpot O2 is displayed. For example, the second result is that after branching to the first route at the first branch point, a jackpot symbol combination based on the first jackpot O1 is displayed. For example, the third result is that after branching to the second route at the first branch point, a jackpot symbol combination based on the first jackpot O1 is displayed. For example, the fourth result is that after branching to the second route at the first branch point, a jackpot symbol combination based on the third jackpot O3 is displayed. For example, the fifth result is that after branching to the second route at the first branch point, a losing symbol combination is displayed. For example, the sixth result is that after branching to the third route at the first branch point, a losing symbol combination is displayed. In other words, the results of each presentation route are information indicating the destination of the game route.

[0115] In this way, when a first branching timing arrives during the execution of a predetermined variation game, a branching into multiple routes may occur at the first branching timing (first branching point). Thereafter, when a second branching timing arrives during the execution of a predetermined variation game, a branching into multiple routes may occur at the second branching timing (second branching point). Furthermore, after branching into multiple performance routes at the first branching point, when a third branching timing arrives, a branching into multiple routes may occur at the third branching timing (third branching point). The first branching timing is an example of the first timing. The second branching timing is an example of the second timing.

[0116] When the variable game progresses along a specific presentation route, the first presentation display device 15 executes a specific presentation that imitates a situation in which a predetermined character travels from his home to Tokyo via Nagoya Station.

[0117] Figure 11 shows an example of the presentation mode of the specific presentation up until the arrival of the first branching timing. For example, the specific presentation may include a display presentation that simulates a situation in which a specific character leaves home (see Figures 11(a) to 11(c)). The specific presentation may include a first pre-presentation that suggests or notifies the branch destination at the first branching point (see Figures 11(d) and 11(e)). As an example, the first pre-presentation can be executed before the first branching timing, and is a presentation that suggests or notifies that branching to the first route will occur at the first branching timing (first branching point).

[0118] The first pre-effect is, for example, a display effect that simulates a situation in which a specific character has a bus ticket to Tokyo. The first pre-effect is an effect that can be executed when the customization situation is a specific situation. Setting the customization situation to a specific situation can be considered to be customization that makes the first pre-effect executable. In other words, the first pre-effect can be considered an effect that can be executed while the first pre-effect is being customized. As an example, the first pre-effect can be customized by operating an operation means such as the effect button EB and the cross button JB during a specific period. The specific period can be, for example, a period during which the game is controlled to a standby state. The specific period can include at least a portion of the period during which a variable game is being played and a period during which a jackpot game is being played. Furthermore, the specific effect can include a display effect that suggests or notifies that a first branch timing has arrived (see FIG. 11(f)). The display effect can be, for example, a display effect that simulates a situation in which a specific character has arrived at Nagoya Station.

[0119] As shown in Figures 12(a) to 12(e), as an example of the presentation mode of the specific presentation until the first branching timing arrives, the specific presentation may include a second pre-presentation, which is a display presentation imitating a situation in which a specific character goes out with another character. The second pre-presentation can be executed before the first pre-presentation, and is a presentation that suggests or notifies the branch destination at the first branching point. As an example, the second pre-presentation is a presentation that suggests or notifies that the first branching point may branch to the first route or the second route. In other words, the second pre-presentation is a presentation that suggests or notifies that the first branching point will not branch to the third route.

[0120] 13(a) to 13(d) show examples of the presentation modes of specific presentations when the first branching timing arrives. For example, the specific presentation may include a first route display presentation (see FIG. 13(b)) that suggests or notifies the player that the game will branch to the first route at the first branching point, a second route display presentation (see FIG. 13(c)) that suggests or notifies the player that the game will branch to the second route at the first branching point, and a third route display presentation (see FIG. 13(d)) that suggests or notifies the player that the game will branch to the third route at the first branching point. The first route display presentation is, for example, a display presentation that simulates a situation in which a specific character gets on a bus. The second route display presentation is, for example, a display presentation that simulates a situation in which a specific character passes through a ticket gate. The third route display presentation is, for example, a display presentation that simulates a situation in which a specific character misses a bus. The third route is a presentation route when the game progresses along the sixth presentation route from which the sixth result is derived. In other words, the third display effect can be said to be a display effect that suggests or notifies that the result will branch to the sixth result.

[0121] 14(a) to 14(c) show examples of the presentation form of the specific presentation when the second branching timing arrives. For example, the specific presentation may include a first result display presentation (see FIG. 14(b)) that suggests or notifies the driver that the route will branch to the first result at the second branching point, and a second result display presentation (see FIG. 14(c)) that suggests or notifies the driver that the route will branch to the second result at the second branching point. The first result display presentation is, for example, a presentation that simulates a situation in which a bus carrying a predetermined character travels along the Shin-Tomei Route toward Tokyo. The second result display presentation is, for example, a presentation that simulates a situation in which a bus carrying a predetermined character travels along the Tomei Route toward Tokyo.

[0122] 15(a) to 15(d) show examples of the presentation modes of specific presentations when the third branching timing arrives. For example, the specific presentation may include a third result display presentation (see FIG. 15(b)) that suggests or notifies the player that the game will branch to a third result at the third branching point, a fourth result display presentation (see FIG. 15(c)) that suggests or notifies the player that the game will branch to a fourth result at the third branching point, and a fifth result display presentation (see FIG. 15(d)) that suggests or notifies the player that the game will branch to a fifth result at the third branching point. The third result display presentation is, for example, a presentation that simulates a situation in which a specific character boards a train. The fourth result display presentation is, for example, a presentation that simulates a situation in which a specific character boards a bullet train. The fifth result display presentation is, for example, a presentation that simulates a situation in which a specific character misses a bullet train.

[0123] As an example, during the execution of the variable game, a map effect that allows the progress of the effect route to be recognized is executed on the second effect display device 16. In other words, the pachinko gaming machine 10 is a gaming machine that allows the progress of the effect route to be recognized.

[0124] 16 and 17, the map presentation is executed in a manner that allows the branching point of the presentation route, the branching destination of the presentation route, and the progressed presentation route to be recognized. The map presentation may include, for example, a branching image corresponding to the branching point, a route image corresponding to the presentation route, and a result image corresponding to the presentation result. As one example, the map presentation functions as a presentation that allows the branching destination of the presentation route and the progressed presentation route to be recognized by displaying the route image in a first mode or a second mode and the branching image in a first mode, a second mode, or a third mode depending on the current progress status.

[0125] For example, the first state of the route image is a display state indicating that progress is being made on the presentation route corresponding to the route image, or that progress can be made on the presentation route corresponding to the route image. For example, the second state of the route image is a display state indicating that progress is being made on a presentation route different from the presentation route corresponding to the route image, or that progress is not being made on the presentation route corresponding to the route image.

[0126] For example, a first state of the branching image is a display state indicating that the branch point corresponding to the branching image has already been passed or that a branch may occur to a route that passes through the branching point corresponding to the branching image. For example, a second state of the branching image is a display state indicating that a branch will not occur to a route that passes through the branching point corresponding to the branching image. For example, a third state of the branching image is a display state indicating that a branch point corresponding to the branching image is currently being passed.

[0127] For example, the first state of the result image is a display state indicating that the effect result corresponding to the result image can be derived. For example, the second state of the result image is a display state indicating that the effect result corresponding to the result image cannot be derived. For example, the third state of the result image is a display state indicating that the effect result corresponding to the result image is currently being derived.

[0128] A description will be given of the rendering route determination process executed by the sub-control CPU 91 to determine the rendering route. As an example, the sub-control CPU 91 can execute the rendering route determination process when a fluctuation start command is input.

[0129] As shown in Fig. 18, in step S100 of the presentation route determination process, the sub-control CPU91 determines whether or not a specific variation pattern has been determined from the input variation start command. A specific variation pattern is a variation pattern associated with a specific presentation route. That is, the specific variation patterns are the second failure variation pattern, the failure reach variation pattern, the first jackpot variation pattern, and the second jackpot variation pattern. If it is not a specific variation pattern (step S100: NO), that is, if it is the first failure variation pattern, the sub-control CPU91 determines a predetermined presentation route and ends the presentation route determination process.

[0130] If it is a specific fluctuation pattern (step S100: YES), in step S101, the sub-control CPU 91 determines a specific presentation route. As an example, if the second failure fluctuation pattern is identified in step S100, the sub-control CPU 91 may determine the sixth presentation route. As an example, if the failure reach fluctuation pattern is identified in step S100, the sub-control CPU 91 may determine the fifth presentation route.

[0131] As an example, when the first jackpot fluctuation pattern is identified in step S100, the sub-control CPU91 identifies the type of jackpot symbol from the special symbol command, and can determine the first presentation route or the second presentation route based on the type of jackpot symbol. As an example, when the sub-control CPU91 identifies the second jackpot symbol Z2, it can determine the first presentation route. As an example, when the sub-control CPU91 identifies the first jackpot symbol Z1, it can determine the second presentation route.

[0132] As an example, when the second jackpot fluctuation pattern is identified in step S100, the sub-control CPU91 identifies the type of jackpot symbol from the special symbol command, and can determine the third or fourth presentation route based on the type of jackpot symbol. As an example, when the sub-control CPU91 identifies the first jackpot symbol Z1, it can determine the third presentation route. As an example, when the sub-control CPU91 identifies the third jackpot symbol Z3, it can determine the fourth presentation route.

[0133] In step S102, the sub-control CPU 91 executes a pre-effect determination process, and then terminates the effect route determination process. The pre-effect determination process is a process for determining whether or not to execute a pre-effect that can be executed before the branch timing of the effect route at the first branch point, which is a predetermined branch point, arrives.

[0134] 19, in step S200 of the pre-effect determination process, the sub-control CPU 91 determines whether the effect route determined in step S101 of the effect route determination process is a effect route that branches off to the first route at the first branch point. In other words, the sub-control CPU 91 determines whether the first effect route or the second effect route has been determined.

[0135] If the first or second performance route has been determined (step S200: YES), in step S201 the sub-control CPU 91 determines whether the first pre-performance is being customized. As an example, when the sub-control CPU 91 receives operation of an operation means such as the performance button EB or the cross button JB during a predetermined period, it customizes the first pre-performance according to the operation mode. If the first pre-performance is being customized (step S201: YES), in step S202 the sub-control CPU 91 executes a lottery to determine whether to execute the first pre-performance, and determines whether to execute the first pre-performance based on the result of the lottery.

[0136] If the first or second performance route has not been determined (step S200: NO), in step S203 the sub-control CPU 91 determines whether the performance route determined in step S101 of the performance route determination process is a performance route that branches off to the second route at the first branch point. In other words, the sub-control CPU 91 determines whether the third, fourth, or fifth performance route has been determined. If the third, fourth, or fifth performance route has not been determined (step S203: NO), the sub-control CPU 91 ends the pre-performance determination process.

[0137] If the first pre-effect is not being customized (step S201: NO), if the processing of step S202 has ended, or if the third, fourth, or fifth effect route has been determined (step S203: YES), the sub-control CPU 91 executes the processing of step S204. In step S204, the sub-control CPU 91 executes a lottery to determine whether to execute the second pre-effect, and determines whether or not to execute the second pre-effect based on the result of the lottery. Thereafter, the sub-control CPU 91 ends the pre-effect determination processing.

[0138] The sub-control CPU 91 executes a variable game based on the determined presentation route, and controls the first presentation display device 15 and the second presentation display device 16 to execute the first pre-presentation, the second pre-presentation, the map presentation, and other presentations. When executing the map presentation, the sub-control CPU 91 controls the second presentation display device 16 to execute the map presentation according to the progress status of the presentation route and the execution status of the first pre-presentation and the second pre-presentation.

[0139] Below, a specific example of the execution mode of the variable game, the first pre-effect, the second pre-effect, and the map effect will be described. 20 and 21 show a situation in which a first pre-effect is executed during execution of a predetermined variable game that progresses along a specific effect route.

[0140] In a specified variable game, when the timing for executing the first pre-performance arrives, which is before the first branching timing, the first performance display device 15 executes the first pre-performance (see Figures 20(a) and 20(b)).

[0141] When the first pre-effect is executed, the sub-control CPU 91 controls the second effect display device 16 to change the presentation mode of the map effect. As an example, the sub-control CPU 91 changes the presentation mode of the map effect so that it is possible to recognize that the route will branch to the first route at the first branch point.

[0142] In other words, the sub-control CPU 91 controls the second performance display device 16 to display route images corresponding to the third performance route, fourth performance route, fifth performance route, and sixth performance route in the second manner. The sub-control CPU 91 also controls the second performance display device 16 to display a branch image corresponding to the third branch point in the second manner. The map performance when the first pre-performance is executed corresponds to the special performance. In other words, the map performance as a special performance can be executed before the first branch timing, and is a performance that suggests or notifies that branching to the first route will occur at the first branch timing (first branch point), and makes it possible to recognize multiple branch destinations that may branch off at the second branch timing (second branch point) if the performance route proceeds along a specific performance route.

[0143] As a result, the map presentation is executed in a manner that suggests or notifies the player that the route will branch to the first route at the first branching point. Also, the map presentation is executed in a manner that suggests or notifies the player that, after branching to the first route, the route may branch to the first result or the second result at the second branching point.

[0144] The effects of this embodiment will be described. (1-1) According to this embodiment, the presentation style of the map presentation changes depending on the progress of the presentation route. This makes it easier for the player to recognize the progress of the presentation route. In particular, when the branching destinations of the presentation route are limited depending on the execution status of the preliminary presentation, it becomes possible to recognize routes that may branch thereafter, making it easier for the player to recognize the progress of the presentation route.

[0145] (1-2) The first pre-effect can be changed between executable and inexecutable states by operating the operating means. Therefore, the player can select whether to execute the first pre-effect or not, according to his / her preference, and can select whether to make the branching destination of the effect route recognizable by executing the first pre-effect.

[0146] (1-3) On the other hand, the second pre-effect does not change to an unexecutable state, so the second pre-effect can be enjoyed regardless of the customization state. (1-4) Furthermore, the first pre-performance and the second pre-performance have different suggestive or notifying contents. Therefore, even if the first pre-performance is executed after the second pre-performance, the first pre-performance can be enjoyed.

[0147] (1-5) In addition, the first and second pre-effects have the same branch point that suggests or notifies the branch destination. Therefore, depending on the combination of the execution status of the first pre-effect and the execution status of the second pre-effect when the first branch point arrives, the player can enjoy guessing which branch destination will occur at the first branch point.

[0148] (Second embodiment) Next, a pachinko gaming machine according to a second embodiment will be described. In the following description, the same components and control contents as those in the previously described embodiments will be denoted by the same reference numerals, and redundant descriptions will be omitted or simplified.

[0149] The pachinko gaming machine 10 of the second embodiment differs from the first embodiment in that it can execute specific effects across multiple variable games. That is, in the pachinko gaming machine 10 of the second embodiment, multiple variable games can proceed along one effect route. Therefore, after branching into multiple routes at a first branching timing (first branching point) during execution of a predetermined variable game, a second branching timing may arrive after the end of the predetermined variable game. Furthermore, the pachinko gaming machine 10 of the second embodiment can execute a third advance effect in addition to or instead of the first advance effect. As an example, the first advance effect and the third advance effect have the same effect content but different execution timings. The following description will discuss a case where the pachinko gaming machine 10 is configured to execute a third advance effect as a special effect in addition to the first advance effect as a special effect.

[0150] The third pre-effect is an effect that suggests or notifies the branch destination at the first branch timing. When the first branch timing arrives during the execution of a predetermined variation game, the execution timing of the third pre-effect may arrive during the execution of a variation game prior to the predetermined variation game. When the third pre-effect is executed, the presentation mode of the map presentation changes in the same way as when the first pre-effect is executed. Therefore, the map presentation when the third pre-effect is executed corresponds to a special presentation or a special presentation that can be executed before the execution of the predetermined variation game and that allows the player to recognize that a specific route will branch off at the first branch timing (first branch point).

[0151] The rendering route determination process in the second embodiment will be described. In the presentation route determination process of the second embodiment, the sub-control CPU 91 determines whether a presentation route is in progress before processing step S100. If a presentation route is in progress, the sub-control CPU 91 terminates the presentation route determination process. If a presentation route is not in progress, the sub-control CPU 91 executes the process of step S100. In the process of step S100, if the variation pattern of a newly executed variation game is not a specific variation pattern, the sub-control CPU 91 determines whether the combination of the variation pattern of the newly executed variation game and the variation pattern of the suspended variation game is a specific combination. As an example, the sub-control CPU 91 determines that the combination is a specific combination if the variation pattern of the newly executed variation game is not a specific variation pattern and the variation pattern of the suspended variation game includes a specific variation pattern.

[0152] As an example, when the sub-control CPU 91 receives a look-ahead command output from the main board 80 when a variable game is suspended, the sub-control CPU 91 identifies the variation pattern of the suspended variable game and the type of special symbol to be derived in the suspended variable game from the look-ahead command. The sub-control CPU 91 associates the identified information with the suspended variable game and stores it in the sub-control RWM 93. In the processing of step S100, the sub-control CPU 91 identifies the variation pattern of the suspended variable game based on the information stored in the sub-control RWM 93. As an example, when the main control CPU 81 acquires a random number in the special input processing, the variation pattern of the suspended variable game and the type of special symbol to be derived in the suspended variable game are identified by pre-determining the results of various lotteries performed in the special symbol start processing based on the random number. The main control CPU 81 generates a look-ahead command so that this information can be identified, and outputs the generated look-ahead command to the sub-board 90.

[0153] If the variation pattern of the newly executed variation game is not a specific variation pattern and the combination of the variation pattern of the newly executed variation game and the variation pattern of the suspended variation game is not a specific combination, the sub-control CPU91 ends the presentation route determination process. If the variation pattern of the newly executed variation game is not a specific variation pattern and the combination of the variation pattern of the newly executed variation game and the variation pattern of the suspended variation game is a specific combination, the sub-control CPU91 executes the process of step S101. In the process of step S101, the sub-control CPU91 determines a specific presentation route by the same process as in the first embodiment for the variation game based on the specific variation pattern that is executed first among the newly executed variation game and the suspended variation games.

[0154] The sub-control CPU 91 executes the newly executed variation game and the first of the pending variation games, based on a specific variation pattern, and the variation games executed before that, based on the determined presentation route. As an example, the sub-control CPU 91 advances the presentation route by using the total variation time of the newly executed variation game and the first of the pending variation games, based on a specific variation pattern, as the progression time of each presentation route. In other words, the sub-control CPU 91 determines the timing of each branch timing, assuming the total variation time as 1, based on the proportion of the elapsed time until each branch timing arrives in the entire progression time of each presentation route in the first embodiment. Similarly, the sub-control CPU 91 determines the execution timing of the first pre-effect, the second pre-effect, and other effects based on the proportion of the elapsed time until each execution timing arrives in the entire progression time of each presentation route in the first embodiment. Then, the sub-control CPU 91 executes or advances various presentations when the determined timing arrives.

[0155] The following describes the restriction periods for the first and third pre-effects in the pachinko gaming machine 10 of the second embodiment. It should be noted that the information that can identify the variation pattern of the suspended variation game and the type of special symbol that will be derived in the suspended variation game is not retained in the sub-control RWM 93 when the power supply is cut off. In other words, the information that can identify the variation pattern of the suspended variation game and the type of special symbol that will be derived in the suspended variation game (information in the sub-control RWM 93) is initialized when the power supply is started.

[0156] At time T10 in FIG. 22, a predetermined variation game is being executed, and one or more variation games are on hold. Then, at time T11, power supply is cut off during execution of the predetermined variation game, and then power supply is restarted. At time T12, the variation game that was being executed ends, and the variation game that was on hold starts. Here, if the variation pattern of the newly started variation game is a specific variation pattern, the sub-control CPU 91 causes the newly started variation game to proceed along a specific presentation route. Therefore, the sub-control CPU 91 can execute a first pre-presentation in the newly started variation game.

[0157] On the other hand, if the variation pattern of the newly started variation game is not a specific variation pattern, the sub-control RWM93 does not store information that can identify the variation pattern of the pending variation game and the type of special symbol to be derived in the pending variation game, so the sub-control CPU91 determines in step S100 that it is not a specific combination. In other words, the sub-control CPU91 causes the newly started variation game to proceed along a predetermined presentation route. Therefore, the sub-control CPU91 does not execute the third advance presentation in the newly started variation game.

[0158] Then, at time T13, the last of the variation games that were suspended at time T11 is started. At this time, if a variation game has been suspended since power supply was started at time T11, the sub-control RWM 93 stores information that can identify the variation pattern of the suspended variation game and the type of special symbol that will be derived in the suspended variation game. Therefore, the sub-control CPU 91 can determine in step S100 that this is a specific combination. In other words, the sub-control CPU 91 advances a specific presentation route across multiple variation games, including the suspended variation game. Therefore, the sub-control CPU 91 can execute a third pre-presentation in a newly started variation game.

[0159] In this way, the execution of the map effect is restricted during the specific period from when the power supply starts until the specific timing arrives. As a result, the effect route cannot be recognized during the specific period from when the power supply starts until the specific timing arrives. Furthermore, the execution of the third pre-effect is restricted during the special period from when the power supply starts until the special timing arrives. As a result, the execution of the map effect as a special effect is restricted during the special period from when the power supply starts until the special timing arrives.

[0160] The effects of this embodiment will be described. (2-1) According to this embodiment, even if the presentation route progresses across multiple variable games, the player can easily recognize the progress of the presentation route.

[0161] (2-2) Furthermore, when the power supply is cut off and then restarted, a situation may arise in which the player is unaware that a special effect or a third pre-effect as a special effect has already been executed. In such a situation, if the effect route is limited, the player may mistakenly believe that the destination of the effect route is limited regardless of whether the third pre-effect has been executed or not. This can be prevented.

[0162] (2-3) Furthermore, by differentiating the period during which the display of the presentation route is restricted when the presentation route progresses across multiple variable games and when the presentation route progresses in a single variable game, the display of the presentation route can be restricted in an appropriate manner.

[0163] (Third embodiment) Next, a pachinko gaming machine according to a third embodiment will be described. The pachinko gaming machine 10 of the third embodiment differs from the first embodiment in that the first pre-effect can be executed even when the first pre-effect is not being customized. As an example, in this embodiment, the first pre-effect suggests or notifies different content when customization is in progress and when customization is not in progress. Specifically, the first pre-effect in this embodiment is an effect that suggests or notifies that the game will branch to the first route at the first branching point when customization is in progress, and an effect that suggests or notifies that the game will branch to the first route or the second route at the first branching point when customization is not in progress.

[0164] The first pre-effect and the second pre-effect can be customized by operating operation means such as the effect button EB and the cross button JB for a predetermined period of time. The operation for customizing the first pre-effect and the operation for customizing the second pre-effect may be the same or different. Furthermore, the predetermined period during which the first pre-effect can be customized and the predetermined period during which the second pre-effect can be customized may be the same or different. The situation in which the first pre-effect is customized corresponds to the first situation. The situation in which the second pre-effect is customized corresponds to the second situation.

[0165] The pre-effect determination process in this embodiment will be described. 23, in step S300 of the pre-performance determination process, the sub-control CPU 91 determines whether the performance route determined in step S101 of the performance route determination process is the third performance route. That is, the sub-control CPU 91 determines whether the performance route determined in step S101 of the performance route determination process is the first performance route or the second performance route. If it is the third performance route (step S300: YES), the sub-control CPU 91 ends the pre-performance determination process.

[0166] If it is not the third performance route (step S300: NO), that is, if it is the first performance route or the second performance route, in step S301 the sub-control CPU 91 determines whether or not the second pre-performance is being customized (shown as second customization in FIG. 23). If the second pre-performance is being customized (step S301: NO), in step S302 the sub-control CPU 91 executes a lottery to determine whether or not to execute the second pre-performance, and determines whether or not to execute the second pre-performance based on the result of the lottery. The sub-control CPU 91 then terminates the pre-performance determination process.

[0167] If the second pre-performance is not being customized (step S301: YES), or if the processing of step S302 has been executed, in step S303 the sub-control CPU 91 determines whether the first pre-performance is being customized (shown as first customization in FIG. 23). If the first pre-performance is being customized (step S303: YES), in step S304 the sub-control CPU 91 determines whether the performance route determined in step S101 of the performance route determination processing is the first performance route. If it is not the first performance route (step S304: NO), that is, if it is the second performance route, the sub-control CPU 91 ends the pre-performance determination processing.

[0168] If the first pre-effect is not being customized (step S303: NO), or if the first effect route is selected (step S304: YES), the sub-control CPU 91 executes a lottery to determine whether to execute the first pre-effect in step S305, and determines whether to execute the first pre-effect based on the result of the lottery. The sub-control CPU 91 then terminates the pre-effect determination process.

[0169] A specific example of the execution mode of the map effect when the first pre-effect is executed will be described. Figures 24(a) and 24(b) show the situation when the first pre-performance is executed. At this time, the first pre-performance is not being customized. As an example, when the first pre-performance is not being customized, the sub-control CPU 91 controls the first performance display device 15 to execute the first pre-performance according to the first mode. As an example, the first pre-performance according to the first mode suggests or notifies that the first branch point may branch to the first route or the second route.

[0170] 25, when the first pre-effect is executed while the first pre-effect is not being customized, the sub-control CPU 91 changes the presentation mode of the map presentation so that it is possible to recognize that the game will branch to the first route or the second route at the first branching point. In other words, the sub-control CPU 91 controls the second presentation display device 16 to display the route image corresponding to the sixth presentation route in the second mode. As a result, the map presentation is executed in a mode that suggests or notifies the game will branch to the first route or the second route at the first branching point.

[0171] Figures 26(a) and 26(b) show the situation when the first pre-performance is executed. At this time, the first pre-performance is being customized. As an example, when the first pre-performance is being customized, the sub-control CPU 91 controls the first performance display device 15 to execute the first pre-performance according to the second mode. As an example, the first pre-performance according to the second mode suggests or notifies that there is a possibility of branching to the first route at the first branching point.

[0172] As shown in FIG. 27 , when the first pre-event performance is executed while the first pre-event performance is being customized, the sub-control CPU 91 changes the presentation mode of the map performance so that it is possible to recognize that the game will branch to the first route at the first branching point. That is, the sub-control CPU 91 controls the second performance display device 16 to display route images corresponding to the third, fourth, fifth, and sixth performance routes in the second mode. The sub-control CPU 91 also controls the second performance display device 16 to display the branching image corresponding to the third branching point in the second mode. As a result, the map performance is executed in a manner that suggests or notifies the player that the game will branch to the first route at the first branching point. Furthermore, the map performance is executed in a manner that suggests or notifies the player that the game may branch to the first or second outcome at the second branching point after branching to the first route.

[0173] In this way, when the first pre-performance is customized and the first pre-performance is executed, the map performance suggests or notifies the player that the route will branch to the first route at the first branching timing. On the other hand, when the first pre-performance is not customized and the first pre-performance is executed, the map performance suggests or notifies the player that the route may branch to either the first route or the second route at the first branching timing. When the first pre-performance is customized and the first pre-performance is executed, the map performance can recognize multiple branching destinations that may branch to at the second branching timing if the route proceeds along the first route. On the other hand, when the first pre-performance is not customized and the first pre-performance is executed, the map performance can recognize multiple branching destinations that may branch to at the second branching timing if the route proceeds along the first route, and multiple branching destinations that may branch to at the third branching timing if the route proceeds along the second route. The third branching timing is an example of the second timing.

[0174] The effects of this embodiment will be described. (3-1) According to this embodiment, by operating a predetermined operation means, the player can recognize that the game will branch to the first route or the second route before the first preliminary effect. This allows the player to limit the effect route according to their own preferences.

[0175] (3-2) According to this embodiment, the player can change the content suggested or notified by the first pre-effect by operating a predetermined operating means. The map effect then changes depending on the content suggested or notified by the first pre-effect. This makes it easier for the player to recognize the progress of the presentation route, regardless of the content suggested or notified by the first pre-effect.

[0176] (Fourth embodiment) Next, a pachinko gaming machine according to a fourth embodiment will be described. The pachinko gaming machine 10 of the fourth embodiment differs from the third embodiment in that the second advance effect is an effect that can suggest or notify that the game will branch to the first route at the first branch point.

[0177] In the processing of step S300 in the preliminary performance determination processing of the third embodiment, the sub-control CPU 91 may determine whether the performance route determined in step S101 of the performance route determination processing is the first performance route. If it is not the first performance route, the sub-control CPU 91 may execute the processing of step S303. If it is the first performance route, the sub-control CPU 91 may execute the processing of step S301.

[0178] By configuring in this way, it is possible to recognize that the game will branch to the first route at the first branching timing by executing the second pre-effect before the first pre-effect changes the map effect. A situation in which the second pre-effect is customized is an example of a specific situation.

[0179] The effects of this embodiment will be described. (4-1) According to this embodiment, by operating a predetermined operation means, the player can change the situation to one that allows the player to recognize that the game will branch to the first route before the first preliminary effect. This allows the player to limit the effect route according to their own preferences.

[0180] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. In step S101 of the presentation route determination process of the second embodiment, the sub-control CPU 91 may determine the presentation route according to the number of variation games executed before the variation pattern of the variation game based on the specific variation pattern that is executed first, and the variation pattern.

[0181] Multiple variable games may be able to proceed along a predetermined presentation route. The branch point to be suggested or notified, and the branch destination to be suggested or notified as the branch destination at the branch point may be changed arbitrarily.

[0182] The third pre-effect may be customizable simultaneously with the first pre-effect, or may be customizable independently of the first pre-effect. Whether or not each pre-performance is customizable may be changeable at will, and the content of customization may be changeable at will.

[0183] For example, the first pre-effect may not be customizable as to whether it is executed, and the content of the suggestion or notification may not be customizable. For example, the third pre-effect may not be customizable as to whether it is executed, and the content of the suggestion or notification may not be customizable. For example, the second pre-effect may be customizable as to whether it is executed, and the content of the suggestion or notification may not be customizable.

[0184] As an example, each pre-effect may suggest or notify a branch destination at another branch point depending on whether customization is in progress. That is, an optional pre-effect among the pre-effects may suggest or notify a branch destination at a first branch point when customization is in progress, and may suggest or notify a branch destination at a second branch point or a third branch point when customization is not in progress.

[0185] To give a specific example, being able to suggest or notify the branch destination at the second branch point or the third branch point means being able to suggest or notify that if branching to the first route at the first branch point, the branch destination will be branching to the first result, and being able to suggest or notify that if branching to the second route at the first branch point, the branch destination will be branching to the second result.

[0186] In addition to or instead of the map effect, other effects may be executed to enable the player to recognize the ongoing performance route. For example, the other effects may be executed in any manner as long as they can suggest or notify the branching destination of the performance route. In other words, the other effects do not have to be effects that suggest or notify the branching destination of the performance route using a map. For example, the other effects may include one or more of display effects, light-emitting effects, and audio effects to suggest or notify the branching destination of the performance route. The display effects that suggest or notify the branching destination of the performance route may be, for example, by displaying a predetermined image on the first performance display device 15. The light-emitting effects that suggest or notify the branching destination of the performance route may be suggested or notified by illuminating light-emitting elements corresponding to each branch point, each performance route, and each performance result in a predetermined light-emitting manner. The audio effect that suggests or notifies the branching destination of the presentation route may be able to suggest or notify the branching destination of the presentation route by outputting audio that reads out a string of characters such as, "After XX seconds, it will branch to the first route at the first branching point, and then at the second branching point it will branch to the first result or the second result."

[0187] When the power supply is cut off and then restarted, information that can identify the variation pattern of the suspended variation game and the type of special symbol to be derived in the suspended variation game may be stored. Even in this case, the execution of the third pre-effect may be restricted for a longer restriction period than the first pre-effect.

[0188] The pre-effect restriction period may include, in addition to or instead of, the specific period from the start of power supply until the arrival of a specific timing and the special period from the start of power supply until the arrival of a special timing. For example, the other restriction period may be the period from the establishment of a predetermined start condition until the establishment of a predetermined end condition. For example, the predetermined start condition may include the start of a predetermined error notification that allows the occurrence of a predetermined error to be recognized. In this case, the predetermined end condition may include the end of the predetermined error notification. Predetermined errors include, for example, an opening error, a winning error, a magnetic error, and a radio wave error. An opening error may occur, for example, when the middle frame 11b or the front frame 11c is opened. A winning error may occur, for example, when a gaming ball enters a closed ball entrance. A magnetic error may occur, for example, when a magnetic sensor included in the pachinko gaming machine 10 detects magnetism. A radio wave error may occur when a radio wave sensor included in the pachinko gaming machine 10 detects radio waves.

[0189] As an example, the predetermined start condition may include the execution of a second variation game in a first situation. The first situation may be, for example, a non-time-saving state. The second variation game is a variation game that is executed in response to a game ball entering the second starting hole 23. In this case, the predetermined end condition may include the end of the second variation game. As an example, the predetermined start condition may include the execution of a first variation game in a second situation. The second situation may be, for example, a time-saving state. The first variation game is a variation game that is executed in response to a game ball entering the first starting hole 22. In this case, the predetermined end condition may include the end of the first variation game. In this way, the predetermined start condition may include the entry of a game ball into a specific ball entry hole when the current situation of the pachinko gaming machine 10 is a specific situation. For example, since the type of variation game that is expected to be executed differs in the non-time-saving state and the time-saving state, when a variation game different from the variation game is executed, the game may proceed along an unexpected game route. Therefore, in such a situation, by restricting the execution of the pre-effect and the corresponding map effect, it is possible to prevent the player from being misled. Note that the predetermined termination condition may be that the pachinko gaming machine 10 is initialized. For example, if the game progresses along an unexpected game route, there is a risk that the game will continue to progress along the unexpected game route. Therefore, by restricting the execution of the pre-effect and the corresponding map effect until the pachinko gaming machine 10 is initialized and the game progresses along the expected game route, it is possible to prevent the player from being misled.

[0190] The presentation route may be executable across game states. For example, the presentation route may be executable in accordance with the game route up to the game state most advantageous to the player, or a predetermined game state advantageous to the player. Specifically, the presentation route may be executable in accordance with the game route up to the first time-shortening state. Furthermore, the presentation route may be executable in accordance with the game route up to the third time-shortening state. Furthermore, the presentation route may be executable during a winning game. In this case, the presentation route may be executable in accordance with the game state after the winning game ends.

[0191] When progressing along a specific presentation route, the presentation route needs only to be configured to branch when a specific branching timing arrives, and the presentation style may be changed as desired. For example, the branching point may include one or more different branching points in addition to or instead of the first, second, and third branching points. For example, a specific presentation route may include one or more different presentation routes in addition to or instead of the first, second, third, fourth, fifth, and sixth presentation routes. For example, the presentation executed along each presentation route may be changed as desired.

[0192] The branching destinations suggested or announced by each pre-performance, and the branching points that suggest or announce the branching destinations, may be changed as desired. The execution timing of each pre-effect may be changed as desired, provided it is before the branching timing of the branching point that suggests or notifies the branching destination. For example, the first pre-effect, second pre-effect, and third pre-effect may each suggest or notify the branching destination at the first branching point of the presentation route before the presentation route begins.

[0193] - Multiple presentation modes may be provided. In this case, there may be multiple presentation modes corresponding to one game state. The multiple presentation modes corresponding to one game state may be changeable by operating the operating means. The multiple presentation modes may have different numbers of presentation routes that can be progressed. In other words, among the multiple presentation modes, there may be a presentation route that can be progressed in a predetermined presentation mode but cannot be progressed (selectable) in a specific presentation mode, or there may be a presentation route that cannot be progressed (selectable) in a predetermined presentation mode but can be progressed in a specific presentation mode.

[0194] In the multiple rendering modes, the content suggested or notified may differ depending on the predetermined pre-performance. In other words, the first to third pre-performances may have pre-performances in which the content suggested or notified differs depending on the rendering mode. In the multiple rendering modes, the executable pre-performances may differ. For example, any pre-performance may be executable in a predetermined rendering mode but not executable in a specific rendering mode, or may be not executable in a predetermined rendering mode but executable in a specific rendering mode. In other words, the first to third pre-performances may include pre-performances that are executable in a predetermined rendering mode but not executable in a specific rendering mode. Furthermore, the first to third pre-performances may include pre-performances that are not executable in a predetermined rendering mode but executable in a specific rendering mode.

[0195] The game route until a bonus is awarded and until a state where a bonus is easily awarded may be changed arbitrarily. For example, the conditions until a winning game is awarded or the conditions where a winning game is easily awarded may be changed arbitrarily. The presentation route may be changed arbitrarily depending on the game route.

[0196] The first special game and the second special game may be executed in the order of winning at the first start slot 22 and the second start slot 23. One of the first and second special games may be executed in preference to the other special game.

[0197] The pachinko gaming machine 10 may be equipped with a probability variable function. For example, a pachinko gaming machine 10 equipped with a probability variable function may be configured to provide a high probability state until the next jackpot game, a high probability state until a drop lottery is won (a so-called drop machine), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). Furthermore, a pachinko gaming machine 10 equipped with a probability variable function may be configured to provide a high probability state on the condition that the gaming ball passes through a specific area within the first large prize opening 24 (a so-called V probability variable machine). The pachinko gaming machine 10 may be configured to combine the specifications of a drop machine and a V probability variable machine.

[0198] The pachinko gaming machine 10 may be of the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, resulting in a big win.

[0199] The main control CPU 81, main control ROM 82, main control RWM 83, and random number generation circuit 84 may be configured on a single chip. The specific configuration of the game board 20 may be changed arbitrarily.

[0200] The sub-substrate 90 may be a sub-general control substrate, and a display control substrate that specializes in controlling the first performance display device 15, a light-emitting control substrate that specializes in controlling the decorative light-emitting device 14, and a sound control substrate that specializes in controlling the sound output device 13 may be provided separately from the sub-substrate 90. Such a sub-general control substrate and substrates that control other performances may be combined together to form a sub-substrate. In an embodiment, the main control CPU 81 and the sub-control CPU 91 may be mounted on a single substrate. The display control substrate, light-emitting control substrate, and sound control substrate may be combined in any manner to form a single or multiple substrates.

[0201] The pachinko gaming machine 10 may be equipped with a complete function. The complete function is a function that stops gameplay when the maximum difference number (so-called MY) after power-on reaches a specified number. For example, the maximum difference number is counted by adding up according to the awarding of prizes and subtracting down according to the use of gaming media, with zero as the lower limit. Furthermore, a complete function activation notification may be executed in response to activation of the complete function, allowing the user to recognize that the complete function has been activated. While the complete function activation notification is being executed, the execution of some or all of the other effects and notifications may be restricted. For example, while the complete function activation notification is being executed, the execution of some or all of the pre-effects and map effects may be restricted. More specifically, while the complete function activation notification is being executed, some or all of the pre-effects and map effects may not be started. Furthermore, when the complete function activation notification is initiated during the execution of one or both of the pre-effects and map effects, the execution of some or all of the pre-effects and map effects that were being executed may be stopped. On the other hand, the restriction on the execution of some or all of the pre-effects and map effects may be executed at different times depending on the game situation (progression status of the game route). In other words, the restriction on the execution of some or all of the pre-effects and map effects may be executed at different times depending on the progress status of the presentation route. For example, the restriction on the execution of some or all of the pre-effects and map effects may be executed at the timing when the presentation route (game route) reaches a predetermined result.

[0202] The above-described embodiment may be applied to a slot machine. In a slot machine, a player can set a bet amount (also known as a wager amount) by operating a BET button or inserting medals. After setting the bet amount, the start lever is operated, causing multiple reels to spin. After the multiple reels have spun, the stop button is operated, causing the corresponding reel to stop spinning. When all reels have stopped spinning, a prize (a medal or a replay) is awarded according to the symbol combination that stopped the spinning. In a slot machine, the period from when the start lever is operated with the bet amount set until all reels have stopped spinning is considered to be at least one variable game. Some slot machines also perform a lottery, and some slot machines allow a player to win a bonus role in the lottery. In such slot machines, when a symbol combination corresponding to a bonus role is found on a payline, a bonus role is awarded. The bonus role corresponds to a winning role in a pachinko gaming machine 10.

[0203] In addition, some slot machines are configured to be controllable to one of a plurality of game states in which the probability of winning a specific role, such as a replay role (replay role), in the role lottery is different. A game state (so-called RT state) in which the probability of winning a specific role, such as a replay role, is higher than in the normal game state is a game state that is advantageous to the player because the number of balls held increases or is less likely to decrease than in the normal game state.

[0204] Some slot machines can be controlled to a state in which the operation of the stop button to win a predetermined combination is notified (the so-called AT state). The AT state is a game state advantageous to the player because it is easier to win a predetermined combination compared to the normal game state, and the number of balls increases, or it is harder to lose the number of balls compared to the normal game state. Some slot machines that can be controlled to the AT state can execute effects that mimic bonus games in the AT state, or in which the number of balls increases more easily in the AT state than in the bonus game. In such slot machines, the AT state can be said to correspond to a winning game in a pachinko game machine 10.

[0205] A slot machine to which the above-described embodiment is applied (hereinafter simply referred to as a slot machine) may be capable of executing effects that allow the player to identify the progress and branching of a presentation route corresponding to a game route until a predetermined combination such as a bonus combination is achieved or until a favorable game state such as a bonus game is reached. In other words, the map presentation in a slot machine allows the player to recognize which combination will be achieved or which game state will be reached. Here, in a slot machine, the player can recognize in advance that a predetermined combination will not be achieved depending on the stopped state of the reels. Therefore, in a slot machine, the display mode of the map presentation may change depending on the stopped state of the reels. In other words, the player may be suggested or notified in advance of the branching of a presentation route depending on the stopped state of the reels. In a slot machine, the player can freely determine the order and timing of operation of the stop buttons. Therefore, it can be said that a slot machine can suggest or notify the branching of a presentation route based on the operation of the operating means.

[0206] In such a slot machine, when the start lever is operated with the bet number set, a predetermined variable game starts, and when a first timing (first branch timing) arrives during the execution of the predetermined variable game, the game may branch into multiple routes. Here, the first timing may arrive when a predetermined time has elapsed since the start of the predetermined variable game or since the operation of a predetermined stop button.

[0207] Thereafter, when a second timing (second branching timing) arrives during the execution of a predetermined variation game or after the end of the predetermined variation game, the game may branch into multiple routes. Here, the second timing may arrive when a predetermined time has elapsed since the start of a predetermined variation game, since the operation of a predetermined stop button, since the start of the next variation game, or since the operation of a predetermined stop button after the start of the next variation game.

[0208] In addition, the timing for executing the pre-effect may arrive before the branching timing, when a predetermined time has elapsed since a predetermined variable game was started, since a predetermined stop button was operated, since the next variable game was started, or since the predetermined stop button was operated after the next variable game was started.

[0209] In this way, in a slot machine, a game route and a corresponding presentation route can be advanced in response to the operation of the start lever and the operation of the stop button. Furthermore, the timing of the execution of the pre-presentation and the timing of the progression of the map presentation can be determined in response to the operation of these operating means. Note that the slot machine may or may not have a customization function.

[0210] The various notifications described in this specification may be executable as a performance. The various effects described in this specification may be executable as notifications. The technical ideas that can be understood from the above-described embodiment and modified examples will be described.

[0211] (Supplementary Note 1) A gaming machine that has multiple presentation routes and is capable of recognizing the presentation route in progress, the gaming machine is equipped with a variable game execution means that can execute a variable game, a presentation execution means that can execute presentations, and a control means, and when a first timing arrives during the execution of a predetermined variable game, the game may branch into multiple routes at the first timing, and then when a second timing arrives during the execution of the predetermined variable game or after the end of the predetermined variable game, the game may branch into multiple routes at the second timing, and the presentation includes a special presentation that can be executed before the first timing and that suggests or notifies players that the game will branch into a specific route at the first timing, and is capable of recognizing multiple branch destinations that the game may branch into at the second timing if the presentation route progresses along the specific route.

[0212] (Appendix 2) A gaming machine that has a plurality of presentation routes and is capable of recognizing a presentation route in progress, the gaming machine comprises a variable game execution means capable of executing a variable game, a presentation execution means capable of executing presentations, a control means, and a predetermined operation means, and when a first timing arrives during the execution of a predetermined variable game, the game may branch into a plurality of routes at the first timing, and then when a second timing arrives during the execution of the predetermined variable game or after the end of the predetermined variable game, the game may branch into a plurality of routes at the second timing, the presentation includes a special presentation, which can be executed before the first timing and is a presentation that suggests or notifies that a branch will be made to a specific route at the first timing, the gaming machine is capable of recognizing a plurality of branch destinations to which the presentation route may branch at the second timing if it progresses along the specific route, and can change to a specific situation based on the operation of the predetermined operation means, and in the specific situation, the gaming machine can recognize that a branch will be made to the specific route at the first timing before the special presentation is executed.

[0213] (Appendix 3) A gaming machine that has a plurality of presentation routes and is capable of recognizing a presentation route in progress, the gaming machine comprises a variable game execution means capable of executing a variable game, a presentation execution means capable of executing presentations, a control means, and a predetermined operation means, and when a first timing arrives during the execution of a predetermined variable game, the game may branch into a plurality of routes at the first timing, and then when a second timing arrives during the execution of the predetermined variable game or after the end of the predetermined variable game, the game may branch into a plurality of routes at the second timing, the presentation has a special presentation that can be executed before the first timing and can change from a first situation to a second situation based on the operation of the predetermined operation means, and the special presentation is a presentation that, when in the first situation, suggests or notifies the player that there will be a branch to the first route at the first timing, and when in the second situation, suggests or notifies the player that there may be a branch to the first route or the second route at the first timing, and in the first situation, the gaming machine is capable of recognizing a plurality of branch destinations that may branch at the second timing if the presentation route progresses along the first route.

[0214] (Appendix 4) A gaming machine as described in (Appendix 3) that is capable of recognizing, in the second situation, multiple branch destinations to which the presentation route may branch at the second timing if the presentation route proceeds along the first route, and multiple branch destinations to which the presentation route may branch at the second timing if the presentation route proceeds along the second route.

[0215] (Appendix 5) A gaming machine described in any one of (Appendix 1) to (Appendix 4), in which the presentation route cannot be recognized during a specific period from when power supply is started until the specific timing arrives. (Appendix 6) The effects include special effects, which can be executed before the specified variable game is executed and are effects that can be recognized as branching to the specific route at the first timing, in a gaming machine described in any of (Appendix 1) to (Appendix 4).

[0216] (Appendix 7) A gaming machine as described in (Appendix 6), in which the execution of the special effects is restricted during a specific period from when power supply starts until a specific timing arrives, and the execution of the special effects is restricted during a special period from when power supply starts until a special timing arrives.

[0217] (Appendix 8) A gaming machine described in any of (Appendix 1) to (Appendix 7) that is equipped with a mode control means for controlling a presentation mode, the presentation modes including a first mode and a second mode, and the first mode and the second mode differ in the number of presentation routes that can be progressed.

[0218] (Appendix 9) The special effect can be executed when the first mode is active and when the second mode is active, and when the special effect is executed in the first mode, different branch destinations can be recognized depending on whether the first situation is active or the second situation is active, and when the special effect is executed in the second mode, the same branch destination can be recognized regardless of whether the first situation is active or the second situation is active (Appendix 8). [Explanation of symbols]

[0219] A...First jackpot game B...Second jackpot game C...Third jackpot game CL...Center line D...Fourth jackpot game EB...Effect button JB...Cross pad O1...First jackpot O2...Second jackpot O3...Third jackpot SE1...First start sensor SE2...Second start sensor SE3...First count sensor SE4...Second count sensor SE5...Specific sensor SE6...Gate sensor SE7...Normal sensor SL1...Normal solenoid SL2...First special solenoid SL3...Second special solenoid SL4...Distribution solenoid SS...Operation input unit Z1...First jackpot pattern Z2...Second jackpot pattern Z3...Third jackpot pattern Za...Small jackpot pattern 10...Pachinko game machine 11...Frame body 11a...Outer frame 11b...Middle frame 11c...Front frame 11d...Opening 13...Audio output device 14...Decorative light-emitting device 15...First performance display device 15a...First display area 16...Second performance display device 16a...Second display area 18...Launch handle 19a...First special symbol display device 19b...Second special symbol display device 19c...First special hold display device 19d...Second hold display device 19d...Second special hold display device 19e...Normal symbol display device 19f...Normal hold display device 20...Game board 20a...Game area 20b...Display window 20c...Inlet 22...First start port 23...Second start port 23a...Opening / closing piece 24...First large prize port 24a...Opening / closing piece 25...Second large prize port 25a...Opening / closing piece 26...Passage 26a...First passage 26b...Second passage 27...Branch 28...Dividing shutter 29...Gate 29a...Gate opening 30...Normal winning opening 31...Out opening 80...Main board 81...Main control CPU 82...Main control ROM 83...Main control RWM 84...Random number generation circuit 90...Sub-board 91...Sub-control CPU 92...Sub-control ROM 93...Sub-control RWM

Claims

1. In a gaming machine having a plurality of presentation routes and capable of recognizing the presentation route in progress, A variable game execution means capable of executing a variable game; a performance execution means capable of executing a performance; a control means; A predetermined operation means is provided, When a first timing arrives during the execution of a predetermined variation game, the game may branch into a plurality of routes at the first timing, and thereafter, when a second timing arrives during the execution of the predetermined variation game or after the end of the predetermined variation game, the game may branch into a plurality of routes at the second timing, The above-mentioned effects include special effects, The special effect can be executed before the first timing, and is an effect that suggests or notifies that a branch will be made to a specific route at the first timing, and is capable of recognizing a plurality of branch destinations that may branch at the second timing if the effect route proceeds along the specific route, The state can be changed to a specific state based on the operation of the predetermined operation means, In the specific situation, the gaming machine may be capable of recognizing that the game will branch to the specific route at the first timing before the special effect is executed.

2. The above-mentioned performances include special performances, The special effect can be executed before the execution of the predetermined variable game, and is an effect that allows the player to recognize that the game will branch to the specific route at the first timing, During a specific period from when power supply begins until a specific timing arrives, execution of the special effects is restricted, 2. The gaming machine according to claim 1, wherein execution of the special effects is restricted during a special period from when power supply is started until the special timing arrives.

Citation Information

Patent Citations

  • Pinball game machine

    JP2005261711A