Gaming Machines
Patent Information
- Application Number
- JP2023194153
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-15
- Publication Date
- 2025-03-07
- Estimated Expiration
- 2041-08-11
AI Technical Summary
【0006】 本発明によれば、興趣の向上を図ることができる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Among conventional pachinko gaming machines, which are a type of gaming machine, there are gaming machines, such as the gaming machine described in Patent Document 1, in which a big win game is triggered when a big win is won in a winning lottery, and a small win game is triggered when a small win is won in a winning lottery. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-98792 Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, it is desired to improve the entertainment value of gaming machines by providing innovative gaming features through devising advantageous gaming states that are advantageous to players. [Means for solving the problem]
[0005] The gaming machine that solves the above problem comprises a determination means capable of determining whether a predetermined condition is met, a generating means for generating a winning game, a game state control means for controlling a game state, and a generating prevention means for preventing the generating condition from being satisfied, wherein the winning game includes a specific winning game, and the game state includes a normal game state, a specific advantageous game state, and a non-specific advantageous game state, and the specific winning game can be generated when the predetermined condition is met, and when the predetermined condition is met, When the predetermined condition is established, the occurrence of the specific winning game is impossible if the occurrence condition is not satisfied, and the frequency with which the occurrence prevention means prevents the occurrence condition from being satisfied when the predetermined condition is established is higher when the game is controlled to the non-specific advantageous game state than when the game is controlled to the specific advantageous game state. Therefore, the expectation that the occurrence condition will be satisfied when the predetermined condition is established and the specific winning game will be generated is higher when the game is controlled to the specific advantageous game state than when the game is controlled to the non-specific advantageous game state. The non-specific advantageous game state is more likely to end than the specific advantageous game state. The gist of this is as follows. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. [Figure 3] This is a schematic diagram showing the passage inside the second major prize entrance. [Figure 4] This is an explanatory diagram illustrating an example of a small win. [Figure 5] FIG. 10 is an explanatory diagram illustrating an example of a jackpot game. [Figure 6] 2 is a block diagram showing the electrical configuration of the pachinko game machine. FIG. [Figure 7] 10A and 10B are explanatory diagrams showing an example of a transition trigger for a gaming state. [Figure 8] FIG. 10 is an explanatory diagram showing an example of a condition for ending the time-saving state. [Figure 9] An explanatory diagram showing an example of the expected probability of a jackpot game occurring when controlled in a time-saving state. [Figure 10] FIG. 10 is an explanatory diagram illustrating an example of a transition mode of a game state. [Figure 11] FIG. 10 is an explanatory diagram illustrating a specific example of a game mode in the first time-shortening state. [Figure 12] FIG. 10 is an explanatory diagram illustrating a specific example of a game mode in the second time-shortening state. [Figure 13] FIG. 10 is an explanatory diagram illustrating a specific example of a game mode in the first time-shortening state. [Figure 14] FIG. 10 is an explanatory diagram illustrating a specific example of a game mode in the second time-shortening state. [Figure 15] FIG. 11 is an explanatory diagram showing an example of a termination condition of the time-saving state in the second embodiment. [Figure 16] An explanatory diagram illustrating an example of the expectation of a jackpot game occurring when controlled in a time-shortened state in the second embodiment. [Figure 17] FIG. 10 is an explanatory diagram illustrating an example of a transition mode of a game state in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] (First embodiment) A first embodiment of the 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 includes an audio output unit 13. As an example, the audio output unit 13 is a speaker provided in the front frame 11c. The audio output unit 13 can execute 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 includes a decorative light-emitting unit 14. As an example, the decorative light-emitting unit 14 is provided on the front side of the front frame 11c and on the game board 20. The decorative light-emitting unit 14 can execute 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 unit 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] The game board 20 will now be described. As shown in Figures 1 and 2, 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.
[0014] The pachinko gaming machine 10 includes an effect display unit 15. As an example, the effect display unit 15 has an image display unit capable of displaying an image. The effect display unit 15 is attached to the gaming board 20 so that a display area 15a on the image display unit is visible through a display window 20b. As an example, the effect display unit 15 is a liquid crystal display device. The effect display unit 15 is capable of executing an effect (hereinafter referred to as a display effect) that displays a predetermined image. 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 the term "display" is used to refer to a character, etc., it means that the character, etc. is displayed as an image. As an example, the audio output unit 13, the decorative light emitting unit 14, and the effect display unit 15 are each an effect unit capable of executing an effect, and form an effect execution unit 16 including multiple effect units. The effect execution unit 16 is an example of a notification means.
[0015] As shown in FIG. 2, the gaming board 20 includes a first special symbol display unit 19a. The first special symbol display unit 19a is capable of executing a symbol change game (hereinafter referred to as the first special game) in which predetermined symbols are variably displayed and the special symbols are ultimately displayed stationary. The gaming board 20 includes a second special symbol display unit 19b. The second special symbol display unit 19b is capable of executing a symbol change game (hereinafter referred to as the second special game) in which predetermined symbols are variably displayed and the special symbols are ultimately displayed stationary. The special symbols are symbols used to notify the results of a special symbol winning lottery. The special symbol winning lottery is an example of an internal lottery. For example, the special symbols are displayed stationary for a special stop time. For 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."
[0016] 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."
[0017] The game board 20 is equipped with a special hold display unit 19c. The special hold display unit 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). Each first special hold number has an upper limit. As an example, the upper limit for the first special hold number is 4. As an example, the execution of the second special game is not put on hold. In other words, the number of second special games whose execution has been put on hold (hereinafter referred to as the second special hold number) is 0.
[0018] The game board 20 includes a normal symbol display unit 19d. The normal symbol display unit 19d can execute a symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are variably displayed and eventually a normal symbol is statically displayed. The normal symbol is a symbol for announcing 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 unit 19e. The normal hold display unit 19e 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 unit that notifies the upper limit to the number of round games that can be played, which will be described later.
[0019] 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 start hole 22, a second start hole 23, a first large prize hole 24, and a second large prize hole 25. The first start 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 start hole 22 is located below the effect display unit 15 and is always open so that gaming balls can enter. The gaming board 20 is equipped with a first start detection unit SE1 that detects gaming balls that have entered the first start hole 22 (see FIG. 6).
[0020] 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 start opening 23. The game board 20 is equipped with a second start detection unit SE2 (see FIG. 6) that detects a game ball that has entered the second start opening 23. The opening / closing piece 23a of the second start opening 23 is a so-called "normal electric device."
[0021] The first large prize opening 24 is an opening into which game balls are admitted when the payout conditions for prize balls are met. The first large prize opening 24 is located to the right of the effect display unit 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 rotates about a quarter turn to the left around the lower part from the closed state to the open state. 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 special detection unit SE3 (see FIG. 6) that detects a gaming ball that has 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."
[0022] 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 effect display unit 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 special detection unit 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."
[0023] As shown in FIG. 3, 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.
[0024] The gaming board 20 includes a specific detection unit 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.
[0025] The game board 20 includes a gate 29. The gate 29 is located in the upper right corner of the effect display unit 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. As an example, the gate 29 is positioned so that when a game ball passes through the gate 29 and enters the second start opening 23, the game ball flows down a distance of approximately 40 mm. Here, the flow-down distance refers to the length of the flow path formed by a game component such as a game pin provided between the gate 29 and the second start opening 23. In other words, when no game component such as a game pin is provided between the gate 29 and the second start opening 23, the flow-down distance is the same as the distance between the gate 29 and the second start opening 23. The gate 29 has a gate opening 29a that is always open so that a game ball can enter the gate. The gaming board 20 is equipped with a normal detection unit 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 through which gaming balls enter to satisfy the conditions for starting a normal game. The gate 29 is an entrance through which the conditions for paying out prize balls are not satisfied even if a gaming ball enters. The gaming board 20 is equipped with an outlet 30 at the bottom of the gaming area 20a for discharging gaming balls that do not enter any of the first start opening 22, the second start opening 23, the first special prize opening 24, and the second special prize opening 25 from the gaming area 20a.
[0026] 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 hole 23, the first large winning hole 24, the second large winning hole 25, and the gate 29. 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.
[0027] On the other hand, when a gaming ball is launched with a weaker launch strength (hereinafter referred to as a left-handed shot), the gaming ball is more likely to flow down to the left region. When the gaming ball flows down the left region, it may enter the first starting hole 22. Because a left-handed shot does not require the gaming ball to be launched as forcefully as a right-handed shot, the launch strength is adjusted to a level that prevents the launched gaming ball from reaching the right region. In the pachinko gaming machine 10, a gaming ball flow path is formed by gaming components such as gaming nails so that the gaming ball cannot enter the first starting hole 22 when the gaming ball is hit from the right. The gaming components may be arranged to restrict the ball from entering the first starting hole 22 when the gaming ball is hit 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 hit from the left. As an example, in the pachinko gaming machine 10, a gaming ball flow path is formed by gaming components so that the gaming ball passes near the left side of the second starting hole 23 when the gaming ball is hit from the right. Therefore, when a gaming ball flows down the right region, it will enter the second starting opening 23 when the opening / closing piece 23a of the second starting opening 23 is in the open state. As an example, in the pachinko gaming machine 10, the flow path for the gaming ball is formed by the gaming components so that the flow speed of the gaming ball that has passed through the gate 29 is approximately 357 mm per second or less and 6.9 mm per second or more. Therefore, the gaming ball that passes through the gate 29 will flow down near the left side of the second starting opening 23 approximately 0.112 seconds or more and within 5.8 seconds after passing through the gate 29.
[0028] 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. 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 effect display unit 15 located in the center of the play area 20a when viewed from the front. The game ball then heads toward the outlet 30 located at the bottom of the play area 20a. A game ball guided down the right area passes to the right of the effect display unit 15 located in the center of the play area 20a when viewed from the front. Thereafter, the gaming ball heads toward the outlet 30.
[0029] 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.
[0030] The high ball entry rate state can be achieved by performing one control arbitrarily selected from the three controls described below, or by combining multiple controls. The first control is normal symbol fluctuation time shortening control, which shortens the fluctuation time of the normal game (for example, the average fluctuation time) compared to the low ball entry rate state. The first control can be achieved 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. The second control is normal symbol probability fluctuation control, which changes the probability of winning the normal symbol winning lottery (normal win probability) to a higher probability than in the low ball entry rate state.
[0031] The third control is an opening time extension control that makes the total opening time (e.g., average total opening time) of the second start port 23 in one normal winning game longer than in a low ball entry rate state. The opening time extension control is at least one of control that makes the number of times the second start port 23 is opened in one normal winning game longer than in a low ball entry rate state, and control that makes one opening time of the second start port 23 in a normal winning game longer than in a low ball entry rate state. The third control can be realized by making at least some of the opening patterns, which determine the opening manner of the second start port 23 in a normal winning game, different 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 port 23 is opened, the opening time, and the opening timing (closing timing) of the second start port 23.
[0032] As an example, the high ball winning rate state is realized by combining the fourth control described below. The fourth 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. The fourth 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. Details of the fluctuation patterns will be described later. When 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").
[0033] Next, we will explain the types of small wins and small win games. The small win game is generated 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, the small win game is generated according to the type of special symbol. In the following explanation, for the sake of convenience, the special symbol winning lottery may be simply referred to as the winning lottery.
[0034] As shown in FIG. 4, the small win symbols of the special symbols include a small win symbol Za corresponding to the first small win a, a small win symbol Zb corresponding to the second small win b, a small win symbol Zc corresponding to the third small win c, a small win symbol Zd corresponding to the fourth small win d, a small win symbol Ze corresponding to the fifth small win e, and a small win symbol Zf corresponding to the sixth small win f. The small win games include a small win game ya, which is triggered by winning the first small win a in the winning lottery. The small win games also include a small win game yb, which is triggered by winning the second small win b in the winning lottery. The small win games also include a small win game yc, which is triggered by winning the third small win c in the winning lottery. Furthermore, the small win game includes a small win game yd, which is triggered by winning the fourth small win d in the win lottery. Furthermore, the small win game includes a small win game ye, which is triggered by winning the fifth small win e in the win lottery. Furthermore, the small win game includes a small win game yf, which is triggered by winning the sixth small win f in the win lottery. The small win symbols Za to Zf each include one or more types of special symbols. The first small win a is an example of a first win. The first small win a is an example of a non-specific win. The second small win b is an example of a second small win. The second small win b is an example of a specific win.
[0035] In the small win games ya to yf, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the 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 games ya to yf, after the opening time has elapsed, a round game is performed once to open the second large winning port 25.
[0036] In a small win game, a round of play ends when a number condition is met: a predetermined maximum number of game balls enter the ball slot; a time condition is met: a predetermined maximum time has elapsed; or an occurrence condition is met: a game ball passes through a specific area. Each of the small win games ya to yf has a maximum number of game balls and a maximum time limit. For example, the maximum number of game balls is 10 for each of the small win games ya to yf. In other words, in a small win game, a round of play ends when the number condition is met: 10 game balls enter the ball slot. For example, the maximum time limit is 4.252 seconds for each of the small win games ya to yf. In other words, in a small win game, a round of play ends when the time condition is met: 4.252 seconds have elapsed. The maximum number of game balls may vary depending on the type of small win game. The maximum time limit may vary depending on the type of small win game.
[0037] In a small win game, the second large prize opening 25 is opened in a predetermined opening manner (opening pattern) in 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 eight times, and then opens again for 0.028 seconds. In other words, in a small win game, the second large prize opening 25 is opened nine times in 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 a 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 in a round game. A specific number is set for each of the small win games ya to yf. As an example, the specific number is four for each of the small win games ya to yf. As described above, the game balls that enter 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 the small win game, the occurrence condition can be established when a specific number of game balls enters the second large winning opening 25 in the round game. Note that the specific number may differ depending on the type of small win game.
[0038] In round play, a predetermined effect (hereinafter referred to as round effect) is performed. In small win play, when the round play ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the small win play. The small win play ends as the ending time passes. In small win play, when the round play ends due to the establishment of an occurrence condition, a big win play occurs after the end of the small win play. In other words, the occurrence condition is a condition that, when met, triggers the occurrence of a big win game. The big win game that occurs when the occurrence condition is met differs depending on the type of small win (small win game).
[0039] 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.
[0040] As shown in FIG. 5, the jackpot game includes a jackpot game A that occurs when the conditions for occurrence are met in a small jackpot game ya. In other words, jackpot game A is a jackpot game that occurs when the first small jackpot a is won in the jackpot lottery. In addition, the jackpot game includes a jackpot game B that occurs when the conditions for occurrence are met in a small jackpot game yb. In other words, jackpot game B is a jackpot game that occurs when the second small jackpot b is won in the jackpot lottery. In addition, the jackpot game includes a jackpot game C that occurs when the conditions for occurrence are met in a small jackpot game yc. In other words, jackpot game C is a jackpot game that occurs when the third small jackpot c is won in the jackpot lottery. In addition, the jackpot game includes a jackpot game D that occurs when the conditions for occurrence are met in a small jackpot game yd. In other words, the jackpot game D is a jackpot game that occurs when the fourth small jackpot d is won in the winning lottery. In addition, the jackpot game includes a jackpot game E that occurs when the conditions for occurrence are met in a small jackpot game ye. In other words, the jackpot game E is a jackpot game that occurs when the fifth small jackpot e is won in the winning lottery. In addition, the jackpot game includes a jackpot game F that occurs when the conditions for occurrence are met in a small jackpot game yf. In other words, the jackpot game F occurs when the sixth small jackpot f is won in the winning lottery.
[0041] The jackpot games also include a jackpot game G, which is triggered by winning the first jackpot O1 in the jackpot lottery. The jackpot games also include a jackpot game H, which is triggered by winning the second jackpot O2 in the jackpot lottery. The first jackpot O1 corresponds to a jackpot symbol Z1. The second jackpot O2 corresponds to a jackpot symbol Z2. The jackpot symbols Z1 and Z2 each include one or more types of special symbols. The first jackpot O1 is an example of a predetermined win. The jackpot game A is an example of a first win game. The jackpot game A is an example of a non-specific win game. The jackpot game B is an example of a second win game. The jackpot game C is an example of a second win game. The jackpot games B to E and G are examples of specific win games.
[0042] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a predetermined number of rounds of play are performed to open the first large prize opening 24. As an example, the maximum number of rounds of play in jackpot game A is five. As an example, the maximum number of rounds of play in jackpot game B is six. As an example, the maximum number of rounds of play in jackpot game C is seven. As an example, the maximum number of rounds of play in jackpot game D is three. As an example, the maximum number of rounds of play in jackpot game E is ten. As an example, the maximum number of rounds of play in jackpot game F is two. As an example, the maximum number of rounds of play in jackpot game G is four. As an example, the upper limit of the number of rounds of play in jackpot game H is 10. Note that, in jackpot games A to F, which are generated when the conditions for generating the small jackpot games ya to yf are satisfied, one round of play in the small jackpot game is included in the upper limit of the number of rounds. In other words, the number of rounds of play to open the first large prize opening 24 in jackpot game A is four. The number of rounds of play to open the first large prize opening 24 in jackpot game B is five. The number of rounds of play to open the first large prize opening 24 in jackpot game C is six. The number of rounds of play to open the first large prize opening 24 in jackpot game D is two. The number of rounds of play to open the first large prize opening 24 in jackpot game E is nine. The number of rounds of play to open the first large prize opening 24 in jackpot game F is one.
[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, 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, 25 seconds has 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 (hereinafter referred to as round effect) is performed. In jackpot play, when the final round play ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time passes.
[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 multiple effect units that make up the effect execution unit 16, or by having multiple effect units work together.
[0046] The display effects in the effect display unit 15 include a symbol variation game (hereinafter referred to as the effect game) using effect symbols (decorative symbols). The effect display unit 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. The effect symbols are symbols decorated with characters, patterns, etc., and are used to diversify 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 the pattern combination). As an example, the effect game is performed by variably displaying (scrolling) the effect symbols in the left symbol row, the center symbol row, and the right symbol row in a predetermined direction, respectively.
[0047] The effect game is executed in response to the special game. For example, the effect game starts and ends with the special game. In the effect game, a symbol combination corresponding to the special symbol displayed in the special game is displayed. For example, in the effect game, when a jackpot symbol is displayed in the special game, the jackpot symbol combination is displayed. For example, the jackpot symbol combination is a combination in which the effect symbols in all symbol rows are the same (so-called symbol alignment), such as
[0777] . For example, in the effect game, when a small win symbol is displayed in the special game, the small win symbol combination is displayed. For example, the small win symbol combination includes a combination in which the effect symbols in all symbol rows are the same, such as
[0777] , and a combination in which the effect symbols in all symbol rows are not the same, such as
[0787] . In the effect game, when a time-saving trigger symbol is displayed in the special game, the time-saving trigger symbol combination is displayed. As an example, the symbol combination that triggers the time reduction is a combination where the effect symbols of all symbol rows are not the same, such as
[0787] . In an effect game, when a losing symbol is displayed in a special game, a losing symbol combination is displayed in a stopped state. As an example, a losing symbol combination is a combination where the effect symbols of all symbol rows are not the same, such as
[0787] and
[0468] . Special games and effect games executed in response to the special games are examples of variable games.
[0048] The effect game may include a reach effect. The reach effect is an effect that forms a reach and ultimately stops and displays a predetermined symbol combination. Hereinafter, the state in which a reach is formed may be referred to as a reach state. A reach is a state just before a symbol combination for a jackpot is formed (so-called "tenpai"). For example, a reach is a state in which a symbol pattern is displayed variably in a specific symbol row (e.g., a middle symbol row), such as [7↓7], and the same effect symbol is displayed stationarily in multiple symbol rows different from the specific symbol row (hereinafter referred to as reach formation rows, for example, left and right symbol rows). The reach effects include a normal reach effect (hereinafter referred to as an N reach effect) and a super reach effect (hereinafter referred to as an SP reach effect) that has a higher expectation of a jackpot in the current effect game (hereinafter referred to as the jackpot expectation rate) compared to an N reach effect.
[0049] 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.
[0050] 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, etc. The main control ROM 82 stores multiple types of variation patterns. The variation pattern is information that can identify the variation time from the start to the end of a special game. The variation pattern is information that can identify the variation content of the special game. As an example, the variation pattern can identify the presentation time and presentation content of a presentation game corresponding to the special game.
[0051] The fluctuation patterns include a jackpot fluctuation pattern, a small jackpot fluctuation pattern, a time-saving trigger fluctuation pattern, and a loss fluctuation pattern. A presentation game based on a jackpot fluctuation pattern goes through a reach effect and finally displays a jackpot symbol combination. A presentation game based on a small jackpot fluctuation pattern goes through a reach effect and finally displays a small jackpot symbol combination. A presentation game based on a time-saving trigger fluctuation pattern goes through a reach effect and finally displays a time-saving trigger symbol combination. A presentation game based on a loss fluctuation pattern goes through a reach effect and finally displays a loss symbol combination, either with or without a reach effect. The main control RWM 83 stores various information that is rewritten depending on 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 generate software random numbers through the random number generation process by the main control CPU 81.
[0052] The main board 80 is connected to each of the detection units SE1 to SE6. The main control CPU 81 can input detection signals that each of the detection units SE1 to SE6 outputs after detecting a gaming ball. The main board 80 is connected to each of the display units 19a to 19e. The main control CPU 81 can control the display content of each of the display units 19a to 19e. 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.
[0053] 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 presentation effects. The sub-control CPU 91 is an example of presentation control means that controls presentation effects. The sub-control CPU 91 is an example of notification control means that controls notification means. The sub-control ROM 92 stores the sub-control program and determination values used for predetermined lotteries. The sub-control ROM 92 stores display presentation data used for display presentation effects, light-emitting presentation data used for light-emitting presentation effects, and audio presentation data used for audio presentation 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 random number generation processing by the sub-control CPU 91. The sub-board 90 may also be equipped with a random number generation circuit to generate hardware random numbers.
[0054] The sub-board 90 is connected to the performance display unit 15. The sub-control CPU 91 is capable of controlling the display content of the performance display unit 15. The sub-board 90 is connected to the audio output unit 13. The sub-control CPU 91 is capable of controlling the output content of the audio output unit 13. The sub-board 90 is connected to the decorative light emitting unit 14. The sub-control CPU 91 is capable of controlling the light emitting mode of the decorative light emitting unit 14.
[0055] 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 detection unit 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 unit 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 detection unit SE1 when the first special reserve number is less than the upper limit number.
[0056] 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 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.
[0057] When the main control CPU81 has stored the first random number information in the main control RWM83, if the gaming ball has not entered the first start hole 22 and if the number of first special reserved balls is not less than the upper limit number, the main control CPU81 determines whether the gaming ball has entered the second start hole 23 based on whether a detection signal has been input from the second start detection unit SE2. If the gaming ball has entered the second start hole 23, the main control CPU81 determines whether the execution condition for the second special game has been met. The main control CPU81 determines that the execution condition for the second special game has been met when neither a jackpot game is being played nor the second special game is being played.
[0058] If the execution conditions for the second special game are met, the main control CPU81 acquires a random number generated within the main board 80 and stores second random number information based on the acquired random number in the main control RWM83. The second random number information is stored so that it can be identified as information to be used for the second special game. If the second random number information is stored in the main control RWM83, second special game processing is performed. The second special game processing will be described later. If the game ball has not entered the second starting hole 23 and the execution conditions for the second special game are not met, the main control CPU81 ends the special input processing.
[0059] The special start process will now be described. The main control CPU 81 executes a 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 special start process.
[0060] If the first special reserve number is greater than zero, the main control CPU81 performs first special game processing. Specifically, the main control CPU81 updates the first special reserve number by subtracting 1. The main control CPU81 controls the first special reserve display unit 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 will be won as a winning lottery for the special pattern. The main control CPU81 conducts a jackpot lottery with a jackpot probability according to the current probability state.
[0061] 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 pattern of the special symbol that can be stopped and displayed in the first special game is jackpot pattern Z1. Note that if there is only one type of jackpot pattern that can be stopped and displayed in the first special game, the jackpot pattern Z1 may be 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. Thereafter, the main control CPU81 ends the first special game processing and the special start processing.
[0062] If a jackpot is not won, the main control CPU 81 uses a winning random number identified from the acquired first random number information to determine whether or not to enter the time-shortened state. As an example, the main control CPU 81 performs a time-shortened state entry determination so as to control the state to the time-shortened state with a predetermined entry probability. If the entry determination is positive, the main control CPU 81 performs a time-shortened trigger variation process. In the time-shortened trigger variation process, the main control CPU 81 performs a second pattern lottery using a pattern random number identifiable from the first random number information to determine the time-shortened trigger pattern of the special pattern to be stopped and displayed in the first special game. Note that if there is only one type of time-shortened trigger pattern of the special pattern to be stopped and displayed in the first special game, the time-shortened trigger pattern may be determined without performing a second pattern lottery. The main control CPU 81 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 the time-shortened trigger variation patterns. Thereafter, the main control CPU81 ends the first special game process and the special start process.
[0063] If the entry determination is a negative determination, the main control CPU81 performs a loss variation process. In the loss variation process, the main control CPU81 performs a third 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 losing pattern, the losing pattern may be determined without performing a third 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 the variation pattern from multiple loss variation patterns with or without a reach. Thereafter, the main control CPU81 ends the first special game process and the special start process.
[0064] The second special game processing will be explained. The main control CPU81 acquires 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 perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot will be won as a winning lottery for the special symbol. The main control CPU81 performs the jackpot lottery with a jackpot probability according to the current probability state.
[0065] When a jackpot is won, the main control CPU81 performs jackpot variation processing. In the jackpot 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 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 to be stopped and displayed in the second special game is the jackpot pattern Z2. Note that if there is only one type of jackpot pattern that can be stopped and displayed in the second special game, the jackpot pattern Z2 may be 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 jackpot variation patterns. Thereafter, the main control CPU81 ends the second special game processing.
[0066] 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.
[0067] 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 fifth pattern lottery using a pattern random number that can be identified from the second random number information, and determines the small win pattern of the special pattern to be stopped and displayed in the second special game. As an example, the main control CPU81 determines the small win pattern of the special pattern so that the selection rates of the small win patterns Za to Zf are the same or approximately the same. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the second random number information, and determines the variation pattern from among multiple small win variation patterns. After that, the main control CPU81 ends the second special game processing.
[0068] If the small win is not achieved, the main control CPU 81 uses a winning random number identified from the acquired second random number information to determine whether or not to enter the time-shortened state. As an example, the main control CPU 81 performs a time-shortened state entry determination so as to control the state to the time-shortened state at a predetermined entry probability. As an example, the entry probability is the same for the first special game process and the second special game process. If the entry determination is positive, the main control CPU 81 performs a time-shortened state trigger variation process. In the time-shortened state trigger variation process, the main control CPU 81 performs a sixth-pattern lottery using a pattern random number that can be identified from the second random number information to determine the time-shortened state 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-shortened state trigger pattern, the time-shortened state trigger pattern may be determined without performing a sixth-pattern lottery. As an example, the time-shortened state trigger pattern that can be determined is the same for the first special game process and the second special game process. The main control CPU 81 performs a variation pattern determination lottery using a variation pattern random number that can be specified from the second random number information, and determines a variation pattern from among the variation patterns of the time-saving trigger. After that, the main control CPU 81 ends the second special game process.
[0069] If the entry determination is a negative determination, the main control CPU81 performs a loss variation process. In the loss variation process, the main control CPU81 performs a lottery for a seventh symbol using a symbol random number that can be identified from the second random number information, and determines a losing symbol of the special symbol to be stopped and displayed in the second special game. Note that if there is only one type of losing symbol, the losing symbol may be determined without performing a lottery for a seventh symbol. The main control CPU81 performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the second random number information, and determines a variation pattern from among a plurality of loss variation patterns with or without a reach. Thereafter, the main control CPU81 ends the second special game process.
[0070] The main control CPU 81 outputs a fluctuation start command and a special symbol command to the sub-board 90 in the jackpot fluctuation process, small jackpot fluctuation process, time-saving trigger fluctuation process, and loss fluctuation process. The fluctuation start command is a control command that can specify the fluctuation pattern determined in each fluctuation process and the start of the fluctuation 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 fluctuation process. Note that the fluctuation start command and the special symbol command are different control commands when the fluctuation process of the first special game is executed and when the fluctuation process of the second special game is executed.
[0071] In this way, in the first special game processing, the first jackpot O1 can be won in the winning lottery. On the other hand, in the first special game processing, the small jackpots a to f and the second jackpot O2 cannot be won in the winning lottery. In the second special game processing, the small jackpots a to f and the second jackpot O2 can be won in the winning lottery. On the other hand, in the second special game processing, the first jackpot O1 cannot be won in the winning lottery.
[0072] When the first special game process and the second special game 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 game process and the second special game process. Specifically, when the main control CPU 81 finishes the first special game process, it executes the first special game. When executing the first special game, the main control CPU 81 controls the first special symbol display unit 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 symbol display unit 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) capable of specifying the end of the variable game to the sub-board 90.
[0073] When the main control CPU81 ends the second special game processing, it executes the second special game. When executing the second special game, the main control CPU81 controls the second special symbol display unit 19b to start the variable display of predetermined symbols. 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 symbol display unit 19b to statically display the special symbol determined in the special start processing. Furthermore, when the variable time set in the variable pattern has elapsed, the main control CPU81 outputs a variable end command to the sub-board 90.
[0074] As described above, the pachinko gaming machine 10 reserves the variable game (first special game) when the reserve condition is met by the main control CPU81 executing the special input process. Then, the main control CPU81 executes the first special game process, causing the reserved variable game (first special game) to be executed when the start condition is met. Furthermore, the main control CPU81 executes the second special game process, causing the variable game (second special game) to be executed when the execution condition is met. The main control CPU81 is an example of a lottery means that executes a winning lottery. The main control CPU81 is an example of a means for determining the content of the variable game based on the lottery result, and a means for executing the variable game in accordance with the determination result.
[0075] 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 first special game processing and the second special game processing. The main control CPU81 generates the specified type of small win game.
[0076] 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 opening time for the small win game to the sub-board 90. After the 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 the round game for 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 special detection unit SE4 reaches the upper limit, when a game ball is detected by the specific detection unit 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 ending time of the small win game to the sub-board 90. When the ending time has elapsed, the main control CPU 81 ends the small win game.
[0077] The jackpot game processing will now be described. The jackpot game processing is processing 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 game processing and the second special game 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 symbols (type of small jackpot) determined in the first special game process and the second special game process. The main control CPU 81 generates the specified type of jackpot game.
[0078] First, the main control CPU 81 outputs a control command (hereinafter referred to as a jackpot opening command) capable of specifying the start of the opening time of the jackpot game to the sub-board 90. When the opening time has elapsed, the main control CPU 81 executes a round game. Specifically, the main control CPU 81 controls the first special solenoid SL2 using the opening control data corresponding to the specified jackpot game to control the opening mode of the first special winning opening 24. After the round game starts, the main control CPU 81 controls the first special solenoid SL2 to close the first special winning opening 24 when the number of game balls detected by the special detection unit SE3 reaches the upper limit number or the upper limit time for the round game has elapsed. In other words, the main control CPU 81 ends the round game. The main control CPU 81 repeatedly performs this process of executing a round game until the upper limit number of round games set for the jackpot game has been completed. The main control CPU 81 outputs a control command (hereinafter referred to as a jackpot round command) capable of specifying the start of a round of jackpot game to the sub-board 90 each time a round of jackpot game is started. 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 ending time of the jackpot game to the sub-board 90. When the ending time has elapsed, the main control CPU 81 ends the jackpot game. The main control CPU 81 is an example of a generating means for generating a winning game.
[0079] The normal input process will now be described. The main control CPU81 executes normal input processing as one of the timer interrupt processes. When the main control CPU81 receives a detection signal from the normal detection unit SE6, it determines whether the normal reserved number stored in the main control RWM83 is less than the upper limit. If the normal reserved number is not less than the upper limit, the main control CPU81 terminates the normal input processing. If the normal reserved number is less than the upper limit, the main control CPU81 adds 1 to the normal reserved number to update it. Next, the main control CPU81 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 RWM83. For example, the random number is a normal winning random number used to determine whether a normal pattern is a winning symbol. After that, the main control CPU81 terminates the normal input processing.
[0080] 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.
[0081] If the normal reserve number is not zero, the main control CPU81 updates the normal reserve number by subtracting 1. The main control CPU81 controls the normal reserve display unit 19e to display information that can identify the normal reserve 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 perform a normal win lottery (normal win determination) to determine whether or not a normal win will be determined as a winning lottery for a normal pattern. The main control CPU81 performs a normal win lottery with a normal win probability according to the current game state. As an example, the normal win probability when the current game state is not in a time-shortened state is zero. As an example, the normal win probability when the current game state is in a time-shortened state is 1 (100%).
[0082] The main control CPU81 determines a normal symbol variation pattern that specifies the variation time of the normal game. When the game is not in a time-shortened state, the main control CPU81 determines a variation pattern that specifies a first variation time. On the other hand, when the game is in a time-shortened state, the main control CPU81 determines a variation pattern that specifies a second variation time that is shorter than the first variation time. As an example, the first variation time is 5 seconds. As an example, the second variation time is 0.1 seconds. By determining the variation pattern according to this gaming state, the variation time of the normal game is shortened during the time-shortened state. The main control CPU81 causes the normal symbol display unit 19d to start a normal game. When the variation time specified in the normal symbol variation pattern has elapsed, if a normal win has been won, the main control CPU81 stops and displays the normal winning symbol, and if a normal win has not been won, the main control CPU81 stops and displays the losing symbol.
[0083] The normal winning game process will be explained. When a normal win occurs, 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. For example, the main control CPU 81 controls the normal solenoid SL1 so that the opening pattern is an opening pattern that opens during the opening time and then closes during the closing time. For example, the opening time is 5.8 seconds. For example, the closing time is 0.008 seconds. In other words, in the pachinko gaming machine 10, when the time-saving mode is active, it takes 0.112 seconds, which is the sum of the second variable time (0.1 seconds), the closing time (0.008 seconds), and the normal stop time (0.004 seconds), from when the opening / closing piece 23a is in the closed state until it is again in the open state. As described above, a gaming ball passing through the gate 29 flows down the left side of the second start opening 23 approximately 0.112 seconds or more and within 5.8 seconds after passing through the gate 29. For this reason, in the time-shortening state, if a gaming ball passing through gate 29 does not enter first large winning opening 24, it will generally enter second starting opening 23. Also, in the time-shortening state, if a gaming ball flowing down the right area does not enter first large winning opening 24, it will generally enter second starting opening 23. Note that if the main control CPU 81 is controlled from the time-shortening state to the non-time-shortening state while a normal winning game is occurring, it will end the normal winning game.
[0084] In this way, in the non-time-saving state, a normal win is not won, so the game ball does not enter the second starting hole 23, or the game ball almost does not enter the second starting hole 23. For this reason, it is recommended to play with a left-handed shot in the non-time-saving state. On the other hand, in the time-saving state, a normal win is always won, so the game ball is more likely to enter the second starting hole 23. For this reason, it is recommended to play with a right-handed shot in the time-saving state so that the game ball enters the second starting hole 23.
[0085] Various processes executed by the sub-control CPU 91 of the sub-board 90 will be described. The sub-control CPU 91 controls the performance execution unit 16 to execute predetermined performances and predetermined notifications based on various control commands input from the main board 80.
[0086] The big win presentation process will be explained. The jackpot effect processing is processing for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the sub-control CPU 91 controls the effect execution unit 16 to execute an opening effect. When a round command is input, the sub-control CPU 91 controls the effect execution unit 16 to execute a round effect. When an ending start command is input, the sub-control CPU 91 controls the effect execution unit 16 to execute an ending effect. When an ending end command is input, the sub-control CPU 91 controls the effect execution unit 16 to end the ending effect.
[0087] The effect game processing will now be described. The effect game processing is a process for executing an effect game corresponding to a special game while the special game is being executed. When the sub-control CPU 91 inputs a variation start command and a special symbol command, it controls the effect execution unit 16 including the effect display unit 15 to execute an effect game. Specifically, when the sub-control CPU 91 inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on the variation pattern that can be identified from the command.
[0088] When the sub-control CPU 91 inputs a special symbol command, it determines a symbol combination to be stopped and displayed in the presentation game based on the special symbol that can be specified from the command. That is, if a jackpot symbol can be specified, the sub-control CPU 91 determines a jackpot symbol combination. If a losing symbol can be specified, the sub-control CPU 91 determines a losing symbol combination. If a predetermined reach condition is met, the sub-control CPU 91 determines a symbol combination that includes a reach. The reach condition may be met by determining a reach-enabled variation pattern. Alternatively, the reach condition may be determined by, in addition to determining a reach-enabled variation pattern, conducting a lottery using a predetermined random number and winning the lottery.
[0089] The sub-control CPU 91 controls the effect display unit 15 to start the variable display of effect symbols in each symbol column upon input of a variation start command. In other words, the sub-control CPU 91 starts the effect game. When the sub-control CPU 91 executes a preview effect during the execution of a variation game, it controls the effect execution unit 16, including the effect display unit 15, to execute the preview effect. When a reach condition is met, the sub-control CPU 91 controls the effect display unit 15 to stop displaying effect symbols in the reach formation column when a predetermined timing arrives, forming a reach. The sub-control CPU 91 controls the effect display unit 15 to execute a reach effect specified by the variation pattern. When a predetermined timing arrives, the sub-control CPU 91 temporarily stops and displays the symbol combination, and when a variation end command is input, the sub-control CPU 91 stops and displays the symbol combination as confirmed. Note that the sub-control CPU 91 may stop and display the confirmed symbol combination upon the passage of a variation time specified for the variation pattern, regardless of the variation end command. In this case, the fluctuation end command may be omitted.
[0090] The transition of the game state will now be explained. First, the game state transition process will be described. The main control CPU 81 controls the game state by storing information such as flags in the main control RWM 83.
[0091] As shown in FIG. 7(a), when a jackpot game ends, the main control CPU 81 controls the game state according to the type of the jackpot game. Specifically, the main control CPU 81 controls the game state to the first time-shortened state after the end of jackpot game G, which is triggered by winning the first jackpot O1 in the jackpot lottery. The main control CPU 81 controls the game state to the second time-shortened state after the end of jackpot game A, which is triggered by winning the first small jackpot a in the jackpot lottery. The main control CPU 81 controls the game state to the third time-shortened state after the end of jackpot game B, which is triggered by winning the second small jackpot b in the jackpot lottery. The main control CPU 81 controls the game state to the fourth time-shortened state after the end of jackpot game C, which is triggered by winning the third small jackpot c in the jackpot lottery. The main control CPU81 controls to the fifth time-shortened state after the end of jackpot game D, which is triggered by winning the fourth small jackpot d in the jackpot lottery. The main control CPU81 controls to the fourth time-shortened state after the end of jackpot game E, which is triggered by winning the fifth small jackpot e in the jackpot lottery. The main control CPU81 controls to the non-time-shortened state after the end of jackpot game F, which is triggered by winning the sixth small jackpot f in the jackpot lottery. The main control CPU81 controls to the fourth time-shortened state after the end of jackpot game H, which is triggered by winning the second jackpot O2 in the jackpot lottery. The end of jackpot game F is an example of a specific end condition.
[0092] After the end of a jackpot game, the main control CPU81, when controlling to a game state corresponding to the type of the jackpot game, updates the time-reduction state flag stored in the main control RWM83 so as to identify the game state. That is, when controlling to a first time-reduction state, the main control CPU81 updates the time-reduction state flag so as to identify that the game state will be the first time-reduction state. When controlling to a second time-reduction state, the main control CPU81 updates the time-reduction state flag so as to identify that the game state will be the second time-reduction state. When controlling to a third time-reduction state, the main control CPU81 updates the time-reduction state flag so as to identify that the game state will be the third time-reduction state. When controlling to a fourth time-reduction state, the main control CPU81 updates the time-reduction state flag so as to identify that the game state will be the fourth time-reduction state. When controlling to a fifth time-reduction state, the main control CPU81 updates the time-reduction state flag so as to identify that the game state will be the fifth time-reduction state. When controlling to a non-time-reduction state, the main control CPU81 updates the time-reduction state flag so as to identify that the game state will be the non-time-reduction state.
[0093] As shown in FIG. 7(b), when the time-saving trigger symbol is statically displayed in a special game, the main control CPU 81 controls the game to the sixth time-saving state after the special game ends. That is, the main control CPU 81 controls the game to the sixth time-saving state after the time-saving trigger special game ends. When the main control CPU 81 controls the game to the sixth time-saving state after the time-saving trigger special game ends, the main control CPU 81 updates the time-saving state flag so that it can specify that the game will be controlled to the sixth time-saving state. The static display of the time-saving trigger symbol in a special game is an example of a specific transition condition. That is, the specific transition condition can be met when a winning lottery result is not achieved. The main control CPU 81 is an example of a game state control means that controls the game state. The non-time-saving state is an example of a normal game state. The first time-saving state is an example of a first advantageous game state. The first time-saving state is an example of a non-specific advantageous game state. The second time-saving state is an example of a second advantageous game state. The second to sixth time-shortening states are examples of specific advantageous gaming states, and the third time-shortening state is an example of a third advantageous gaming state.
[0094] As shown in FIG. 8, when the main control CPU 81 is in the time-shortening state and an end condition corresponding to the type of the time-shortening state is satisfied, the main control CPU 81 switches to the non-time-shortening state. For example, when the main control CPU 81 is in the first time-shortening state, the main control CPU 81 determines that the end condition of the first time-shortening state has been satisfied if the number of times the special game has been executed since the first time-shortening state was entered reaches a predetermined upper limit. The upper limit is, for example, 100 times. For example, when the main control CPU 81 is in the first time-shortening state, the main control CPU 81 determines that the end condition of the first time-shortening state has been satisfied if the number of times the small win symbol Za has been statically displayed since the first time-shortening state was entered reaches a first limit. The first limit is, for example, 1 time. For example, when the main control CPU 81 is in the first time-shortening state, the main control CPU 81 determines that the end condition of the first time-shortening state has been satisfied if the number of times the small win symbol Zb has been statically displayed since the first time-shortening state was entered reaches a first limit. As an example, when the main control CPU 81 is controlling the first time-shortening state, it determines that the termination condition for the first time-shortening state has been met if the number of times the small win symbol Zc has been displayed as a stopped symbol since the first time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the first time-shortening state, it determines that the termination condition for the first time-shortening state has been met if the number of times the small win symbol Zd has been displayed as a stopped symbol since the first time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the first time-shortening state, it determines that the termination condition for the first time-shortening state has been met if the number of times the small win symbol Ze has been displayed as a stopped symbol since the first time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the first time-shortening state, it determines that the termination condition for the first time-shortening state has been met if the number of times the small win symbol Zf has been displayed as a stopped symbol since the first time-shortening state was entered reaches the first termination times. The first termination times is, for example, 1.
[0095] As one example, when the main control CPU 81 is controlling the second time-shortening state, it determines that the termination condition for the second time-shortening state has been met if the number of times the special game has been executed since control was established in the second time-shortening state reaches a predetermined upper limit of termination times. As one example, when the main control CPU 81 is controlling the second time-shortening state, it determines that the termination condition for the second time-shortening state has been met if the number of times the small win symbol Za has been statically displayed since control was established in the second time-shortening state reaches a second number of times. The second number of times is, for example, one time. The second number of times is an example of a specific number of times. As an example, when the main control CPU 81 is controlling the second time-shortening state, it determines that the termination condition for the second time-shortening state has been met if the number of times the small win symbol Zc has been displayed as a stopped symbol since the second time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the second time-shortening state, it determines that the termination condition for the second time-shortening state has been met if the number of times the small win symbol Ze has been displayed as a stopped symbol since the second time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the second time-shortening state, it determines that the termination condition for the second time-shortening state has been met if the number of times the small win symbol Zf has been displayed as a stopped symbol since the second time-shortening state was entered reaches the second termination times. The second termination times is, for example, two.
[0096] As an example, when the main control CPU 81 is controlling the game to the third time-shortening state, it determines that the termination condition for the third time-shortening state has been met if the number of times the special game has been executed since the game was controlled to the third time-shortening state reaches a predetermined upper limit. As an example, when the main control CPU 81 is controlling the game to the third time-shortening state, it determines that the termination condition for the third time-shortening state has been met if the number of times the small win symbol Za has been displayed in a stationary state since the game was controlled to the third time-shortening state reaches the upper limit. As an example, when the main control CPU 81 is controlling the game to the third time-shortening state, it determines that the termination condition for the third time-shortening state has been met if the number of times the small win symbol Zb has been displayed in a stationary state since the game was controlled to the third time-shortening state reaches the upper limit. As an example, when the main control CPU 81 is controlling the game to the third time-shortening state, it determines that the termination condition for the third time-shortening state has been met if the number of times the small win symbol Zc has been displayed in a stationary state since the game was controlled to the third time-shortening state reaches the third number. The third number is, for example, once. As an example, when the main control CPU 81 is controlling the third time-shortening state, it determines that the termination condition for the third time-shortening state has been met if the number of times the small win symbol Zd has been displayed in a stopped state since the third time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the third time-shortening state, it determines that the termination condition for the third time-shortening state has been met if the number of times the small win symbol Ze has been displayed in a stopped state since the third time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the third time-shortening state, it determines that the termination condition for the third time-shortening state has been met if the number of times the small win symbol Zf has been displayed in a stopped state since the third time-shortening state was entered reaches the third termination times. The third termination times is, for example, three times.
[0097] As an example, when the main control CPU 81 is controlling the fourth time-shortening state, it determines that the termination condition of the fourth time-shortening state has been met if the number of times the special game has been executed since the fourth time-shortening state was entered reaches a predetermined upper limit of termination times. As an example, when the main control CPU 81 is controlling the fourth time-shortening state, it determines that the termination condition of the fourth time-shortening state has been met if the number of times the small win symbol Za has been displayed in a stationary state since the fourth time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the fourth time-shortening state, it determines that the termination condition of the fourth time-shortening state has been met if the number of times the small win symbol Zb has been displayed in a stationary state since the fourth time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the fourth time-shortening state, it determines that the termination condition of the fourth time-shortening state has been met if the number of times the small win symbol Zc has been displayed in a stationary state since the fourth time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the fourth time-shortening state, it determines that the termination condition for the fourth time-shortening state has been met if the number of times the small win symbol Zd has been displayed in a stopped state since the fourth time-shortening state was entered reaches a fourth number. The fourth number is, for example, 1 time. As an example, when the main control CPU 81 is controlling the fourth time-shortening state, it determines that the termination condition for the fourth time-shortening state has been met if the number of times the small win symbol Ze has been displayed in a stopped state since the fourth time-shortening state was entered reaches an upper limit termination number. As an example, when the main control CPU 81 is controlling the fourth time-shortening state, it determines that the termination condition for the fourth time-shortening state has been met if the number of times the small win symbol Zf has been displayed in a stopped state since the fourth time-shortening state was entered reaches a fourth termination number. The fourth termination number is, for example, 4 times.
[0098] As an example, when the main control CPU 81 is controlling the fifth time-shortening state, it determines that the termination condition of the fifth time-shortening state has been met if the number of times the special game has been executed since the fifth time-shortening state was entered reaches a predetermined upper limit of termination times. As an example, when the main control CPU 81 is controlling the fifth time-shortening state, it determines that the termination condition of the fifth time-shortening state has been met if the number of times the small win symbol Za has been displayed in a stationary state since the fifth time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the fifth time-shortening state, it determines that the termination condition of the fifth time-shortening state has been met if the number of times the small win symbol Zb has been displayed in a stationary state since the fifth time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the fifth time-shortening state, it determines that the termination condition of the fifth time-shortening state has been met if the number of times the small win symbol Zc has been displayed in a stationary state since the fifth time-shortening state was entered reaches the fifth number of times. The fifth number of times is, for example, 1 time. As an example, when the main control CPU81 is controlling the fifth time-shortening state, it determines that the termination condition of the fifth time-shortening state has been met if the number of times the small win symbol Zd has been displayed in a stopped state since control was established in the fifth time-shortening state reaches the upper limit of the termination count. As an example, when the main control CPU81 is controlling the fifth time-shortening state, it determines that the termination condition of the fifth time-shortening state has been met if the number of times the small win symbol Ze has been displayed in a stopped state since control was established in the fifth time-shortening state reaches the upper limit of the termination count. As an example, when the main control CPU81 is controlling the fifth time-shortening state, it determines that the termination condition of the fifth time-shortening state has been met if the number of times the small win symbol Zf has been displayed in a stopped state since control was established in the fifth time-shortening state reaches the upper limit of the termination count.
[0099] As an example, when the main control CPU 81 is controlling the sixth time-shortening state, it determines that the termination condition of the sixth time-shortening state has been met if the number of times the special game has been executed since the sixth time-shortening state was entered reaches a predetermined upper limit of termination times. As an example, when the main control CPU 81 is controlling the sixth time-shortening state, it determines that the termination condition of the sixth time-shortening state has been met if the number of times the small win symbol Za has been displayed in a stationary state since the sixth time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the sixth time-shortening state, it determines that the termination condition of the sixth time-shortening state has been met if the number of times the small win symbol Zb has been displayed in a stationary state since the sixth time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the sixth time-shortening state, it determines that the termination condition of the sixth time-shortening state has been met if the number of times the small win symbol Zc has been displayed in a stationary state since the sixth time-shortening state was entered reaches the upper limit of termination times. As an example, when the main control CPU 81 is controlling the game to the sixth time-shortening state, it determines that the termination condition for the sixth time-shortening state has been met if the number of times the small win symbol Zd has been displayed in a static state since the game was controlled to the sixth time-shortening state reaches the upper limit of the termination count. As an example, when the main control CPU 81 is controlling the game to the sixth time-shortening state, it determines that the termination condition for the sixth time-shortening state has been met if the number of times the small win symbol Ze has been displayed in a static state since the game was controlled to the sixth time-shortening state reaches the upper limit of the termination count. The sixth count is, for example, one time. As an example, when the main control CPU 81 is controlling the game to the sixth time-shortening state, it determines that the termination condition for the sixth time-shortening state has been met if the number of times the small win symbol Zf has been displayed in a static state since the game was controlled to the sixth time-shortening state reaches the upper limit of the termination count. Furthermore, when a jackpot game is initiated, the main control CPU 81 controls the game to the non-time-shortening state regardless of the game state it is controlling. In other words, the game state during a jackpot game becomes the non-time-shortening state.
[0100] In this way, in this embodiment, the time-saving state ends when the number of times the small win symbol corresponding to each time-saving state is stopped and displayed reaches a specified number of times (first number to sixth number of times). On the other hand, for small win symbols that do not correspond to each time-saving state (non-corresponding small win symbols), the time-saving state end condition is not met until the upper limit of end times is reached. As an example, the first time-saving state corresponds to the small win symbols Za and Zf. As an example, the second time-saving state corresponds to the small win symbols Zb and Zf. As an example, the third time-saving state corresponds to the small win symbols Zc and Zf. As an example, the fourth time-saving state corresponds to the small win symbols Zd and Zf. As an example, the fifth time-saving state corresponds to the small win symbol Zc. As an example, the sixth time-saving state corresponds to the small win symbol Ze.
[0101] As described above, in this embodiment, the termination condition for each time-shortening state includes the execution of a special game reaching its upper limit. Therefore, when the number of times a small win symbol not corresponding to each time-shortening state is stopped and displayed reaches its upper limit, the execution of the special game also reaches its upper limit. Therefore, it can be said that the time-shortening state does not end because of the number of times a small win symbol not corresponding to each time-shortening state is stopped and displayed. In this embodiment, for the execution of a special game in each time-shortening state to reach its upper limit, the number of times a small win symbol corresponding to each time-shortening state is stopped and displayed must not reach a predetermined number before the special game corresponding to the upper limit is executed. Therefore, if the first through sixth counts are 1 and the upper limit (first through fourth counts) is 100, the probability that the execution of a special game in each time-shortening state will reach its upper limit (first through fourth counts) is extremely low (zero). In other words, in this embodiment, the termination condition for each time-shortening state is almost never met by the execution of a special game reaching its upper limit. In addition, the probability that the number of times the special game is executed in each time-saving state will reach the maximum number of times to end (first to fourth number of times to end), varies depending on the first to fourth number of times, the maximum number of times to end (first to fourth number of times to end), and the proportion of each small winning pattern.
[0102] As described above, in the time-saving mode, if a gaming ball flowing down the right region does not enter the first large prize opening 24, it will generally enter the second start opening 23. Therefore, in the time-saving mode, when the second large prize opening 25 is opened due to the occurrence of a small prize game, the gaming ball will generally not enter the second large prize opening 25. In other words, a jackpot game based on a small prize symbol that does not correspond to each time-saving mode will generally not occur. The opening / closing piece 23a of the second start opening 23, which prevents a gaming ball from entering the second large prize opening 25, is an example of an occurrence prevention means that prevents the occurrence condition from being satisfied. As described above, the small prize symbols Za to Zf correspond to small prizes a to f, respectively. Therefore, in the time-saving mode, the game is controlled to the non-time-saving mode when a small prize corresponding to each time-saving mode is won in the prize lottery. In the non-time-saving state, the game ball does not enter the second starting opening 23, or it is difficult for the game ball to enter the second starting opening 23, and as a result, the conditions for the occurrence of a small win game may be met. In other words, the opening / closing piece 23a of the second starting opening 23 allows the conditions for the occurrence to be met when the machine is controlled to the non-time-saving state. For this reason, in the time-saving state, a jackpot game may be triggered by winning a small win corresponding to each time-saving state in the winning lottery, but a jackpot game will not occur when winning a small win not corresponding to each time-saving state in the winning lottery. This will be explained in detail below.
[0103] As shown in FIG. 9, when the first time-shortening state is controlled, jackpot games A and F based on the small win symbols Za and Zf corresponding to the first time-shortening state can be generated. On the other hand, when the first time-shortening state is controlled, jackpot games B to E based on the small win symbols Zb to Ze that do not correspond to the first time-shortening state are not generated in the winning lottery. As described above, the selection ratios of the small win symbols Za to Zf are the same or approximately the same. The termination condition for the first time-shortening state is met when the number of times the small win symbol Za is displayed reaches the first number (1 time) and when the number of times the small win symbol Zf is displayed reaches the first ending number (1 time). In other words, jackpot game B is generated when the small win symbol Zb is displayed the first number of times before the small win symbol Zf is displayed the first ending number of times. On the other hand, a jackpot game F is generated when the small win symbol Zf is displayed the first final number of times before the small win symbol Zb is displayed the first number of times. Therefore, when the first number of times is 1 and the first final number of times is 1, the expected probability of a jackpot game A based on the small win symbol Za when controlled to the first time-shortened state is approximately half. On the other hand, when the first number of times is 1 and the first final number of times is 1, the expected probability of a jackpot game F based on the small win symbol Zf when controlled to the first time-shortened state is approximately half. In other words, the expected probability of the generation condition being met when the first small win a is won in the winning lottery when controlled to the first time-shortened state is higher than the expected probability of the generation condition being met when the second small win b is won in the winning lottery when controlled to the first time-shortened state. Furthermore, the expected degree that the occurrence condition will be met when the first small win a is won in the winning lottery when controlled to the first time-shortening state is higher than the expected degree that the occurrence condition will be met when the third small win c is won in the winning lottery when controlled to the first time-shortening state. Also, the expected degree that the occurrence condition will be met when the first small win a is won in the winning lottery when controlled to the first time-shortening state is higher than the expected degree that the occurrence condition will be met when the fourth small win d is won in the winning lottery when controlled to the first time-shortening state. Also, the expected degree that the occurrence condition will be met when the first small win a is won in the winning lottery when controlled to the first time-shortening state is higher than the expected degree that the occurrence condition will be met when the fifth small win e is won in the winning lottery when controlled to the first time-shortening state.
[0104] When controlled to the second time-shortening state, jackpot games B and F based on small win symbols Zb and Zf corresponding to the second time-shortening state can be generated. On the other hand, when controlled to the second time-shortening state, jackpot games A, C to E based on small win symbols Za, Zc to Ze that do not correspond to the second time-shortening state do not occur. As described above, the condition for ending the second time-shortening state is met when the number of times the small win symbol Zb is displayed reaches the second number of times (1 time) and when the number of times the small win symbol Zf is displayed reaches the second ending number of times (2 times). In other words, jackpot game B occurs when the small win symbol Zb is displayed the second number of times before the small win symbol Zf is displayed the second ending number of times. On the other hand, jackpot game F occurs when the small win symbol Zf is displayed the second ending number of times before the small win symbol Zb is displayed the second number of times. Therefore, when the second number of times is 1 and the second ending number is 2, the expected probability of a jackpot game B based on the small win symbol Zb occurring when controlled to the second time-shortened state is approximately three-quarters. On the other hand, when the second number of times is 1 and the second ending number is 2, the expected probability of a jackpot game F based on the small win symbol Zf occurring when controlled to the second time-shortened state is approximately one-quarter. In other words, the expected probability of the occurrence condition being met when the second small win symbol b is won in the winning lottery when controlled to the second time-shortened state is higher than the expected probability of the occurrence condition being met when the first small win symbol a is won in the winning lottery when controlled to the second time-shortened state. Also, the expected probability of the occurrence condition being met when the second small win symbol b is won in the winning lottery when controlled to the second time-shortened state is higher than the expected probability of the occurrence condition being met when the third small win symbol c is won in the winning lottery when controlled to the second time-shortened state. Furthermore, the expected degree that the occurrence condition will be met when the second small win b is won in the winning lottery when controlled in the second time-shortening state is higher than the expected degree that the occurrence condition will be met when the fourth small win d is won in the winning lottery when controlled in the second time-shortening state. Also, the expected degree that the occurrence condition will be met when the second small win b is won in the winning lottery when controlled in the second time-shortening state is higher than the expected degree that the occurrence condition will be met when the fifth small win e is won in the winning lottery when controlled in the second time-shortening state.In addition, the expected degree that the occurrence condition will be met when the second small win b is won in the winning lottery when controlled in the second time-shortened state is higher than the expected degree that the occurrence condition will be met when the sixth small win f is won in the winning lottery when controlled in the second time-shortened state.
[0105] When controlled to the third time-saving state, jackpot games C and F based on the small win symbols Zc and Zf corresponding to the third time-saving state can be generated. On the other hand, when controlled to the third time-saving state, jackpot games A, B, D, and E based on the small win symbols Za, Zb, Zd, and Ze, which do not correspond to the third time-saving state, do not occur. As described above, the end condition for the third time-saving state is met when the number of times the small win symbol Zc is displayed reaches the third number (1 time) and when the number of times the small win symbol Zf is displayed reaches the third ending number (3 times). In other words, jackpot game C occurs when the small win symbol Zc is displayed the third number of times before the small win symbol Zf is displayed the third ending number of times. On the other hand, jackpot game F occurs when the small win symbol Zf is displayed the third ending number of times before the small win symbol Zc is displayed the third number of times. Therefore, if the third number of times is 1 and the third ending number is 3, the expected probability of a jackpot game C based on the small win symbol Zc occurring when controlled to the third time-saving state is approximately 7 / 8. On the other hand, if the third number of times is 1 and the third ending number is 3, the expected probability of a jackpot game F based on the small win symbol Zf occurring when controlled to the third time-saving state is approximately 1 / 8. In other words, the expected probability of the occurrence condition being met when the third small win c is won in the winning lottery when controlled to the third time-saving state is higher than the expected probability of the occurrence condition being met when the first small win a is won in the winning lottery when controlled to the third time-saving state. Also, the expected probability of the occurrence condition being met when the third small win c is won in the winning lottery when controlled to the third time-saving state is higher than the expected probability of the occurrence condition being met when the second small win b is won in the winning lottery when controlled to the third time-saving state. Furthermore, the expected degree that the occurrence condition will be met when the third small win c is won in the winning lottery when controlled to the third time-shortening state is higher than the expected degree that the occurrence condition will be met when the fourth small win d is won in the winning lottery when controlled to the third time-shortening state. Also, the expected degree that the occurrence condition will be met when the third small win c is won in the winning lottery when controlled to the third time-shortening state is higher than the expected degree that the occurrence condition will be met when the fifth small win e is won in the winning lottery when controlled to the third time-shortening state.In addition, the expected degree that the occurrence condition will be met when the third small win c is won in the winning lottery when controlled to the third time-shortened state is higher than the expected degree that the occurrence condition will be met when the sixth small win f is won in the winning lottery when controlled to the third time-shortened state.
[0106] When controlled to the fourth time-saving state, jackpot games D and F based on the small win symbols Zd and Zf corresponding to the fourth time-saving state can be generated. On the other hand, when controlled to the fourth time-saving state, jackpot games A-C and E based on the small win symbols Za-Zc and Ze not corresponding to the fourth time-saving state are not generated. As described above, the termination condition for the fourth time-saving state is met when the number of times the small win symbol Zd is displayed reaches the fourth number (1 time) and when the number of times the small win symbol Zf is displayed reaches the fourth ending number (4 times). In other words, jackpot game D is generated when the small win symbol Zd is displayed the fourth number of times before the small win symbol Zf is displayed the fourth ending number of times. On the other hand, jackpot game F is generated when the small win symbol Zf is displayed the fourth ending number of times before the small win symbol Zd is displayed the fourth number of times. For this reason, if the fourth number of times is 1 and the fourth ending number is 4, the expected probability of a jackpot game D based on the small win symbol Zd when controlled to the fourth time-shortened state is approximately 15 / 16. On the other hand, if the fourth number of times is 1 and the fourth ending number is 4, the expected probability of a jackpot game F based on the small win symbol Zf when controlled to the fourth time-shortened state is approximately 1 / 16. In other words, the expected probability of the occurrence condition being met when the fourth small win d is won in the winning lottery when controlled to the fourth time-shortened state is higher than the expected probability of the occurrence condition being met when the first small win a is won in the winning lottery when controlled to the fourth time-shortened state. Furthermore, the expected degree that the occurrence condition will be met when the fourth small hit d is won in the winning lottery when controlled to the fourth time-shortened state is higher than the expected degree that the occurrence condition will be met when the second small hit b is won in the winning lottery when controlled to the fourth time-shortened state. Also, the expected degree that the occurrence condition will be met when the fourth small hit d is won in the winning lottery when controlled to the fourth time-shortened state is higher than the expected degree that the occurrence condition will be met when the third small hit c is won in the winning lottery when controlled to the fourth time-shortened state. Also, the expected degree that the occurrence condition will be met when the fourth small hit d is won in the winning lottery when controlled to the fourth time-shortened state is higher than the expected degree that the occurrence condition will be met when the fifth small hit e is won in the winning lottery when controlled to the fourth time-shortened state.In addition, the expected degree that the occurrence condition will be satisfied when the fourth small win d is won in the winning lottery when controlled to the fourth time-shortened state is higher than the expected degree that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery when controlled to the fourth time-shortened state.
[0107] When controlled to the fifth time-saving state, a jackpot game C based on the small win symbol Zc corresponding to the fifth time-saving state can be generated. On the other hand, when controlled to the fifth time-saving state, jackpot games A, B, D-F based on the small win symbols Za, Zb, Zd-Zf that do not correspond to the fifth time-saving state are not generated. As described above, the condition for ending the fifth time-saving state is met when the number of times the small win symbol Zc is displayed reaches the fifth number (1 time). Therefore, the expected probability of generating a jackpot game C based on the small win symbol Zc when controlled to the fifth time-saving state is approximately 1 (approximately 100%). In other words, the expected probability of the generation condition being met when the third small win symbol c is won in the winning lottery when controlled to the fifth time-saving state is higher than the expected probability of the generation condition being met when the first small win symbol a is won in the winning lottery when controlled to the fifth time-saving state. Furthermore, the expected degree that the occurrence condition will be met when the third small win c is won in the winning lottery when controlled to the fifth time-saving state is higher than the expected degree that the occurrence condition will be met when the second small win b is won in the winning lottery when controlled to the fifth time-saving state. Also, the expected degree that the occurrence condition will be met when the third small win c is won in the winning lottery when controlled to the fifth time-saving state is higher than the expected degree that the occurrence condition will be met when the fourth small win d is won in the winning lottery when controlled to the fifth time-saving state. Also, the expected degree that the occurrence condition will be met when the third small win c is won in the winning lottery when controlled to the fifth time-saving state is higher than the expected degree that the occurrence condition will be met when the fifth small win e is won in the winning lottery when controlled to the fifth time-saving state. In addition, the expected probability that the occurrence condition will be met when the third small win c is won in the winning lottery when controlled to the fifth time-shortened state is higher than the expected probability that the occurrence condition will be met when the sixth small win f is won in the winning lottery when controlled to the fifth time-shortened state.
[0108] When controlled to the sixth time-saving state, a jackpot game E based on the small win symbol Ze corresponding to the sixth time-saving state can be generated. On the other hand, when controlled to the sixth time-saving state, jackpot games A-D, and F based on the small win symbols Za-Zd and Zf not corresponding to the sixth time-saving state are not generated. As described above, the end condition of the sixth time-saving state is met when the number of times the small win symbol Ze is displayed reaches the sixth number (1 time). Therefore, the expected probability of generating a jackpot game E based on the small win symbol Ze when controlled to the sixth time-saving state is approximately 1 (approximately 100%). In other words, the expected probability of the generation condition being met when the fifth small win e is won in the winning lottery when controlled to the sixth time-saving state is higher than the expected probability of the generation condition being met when the first small win a is won in the winning lottery when controlled to the sixth time-saving state. Furthermore, the expected degree that the occurrence condition will be met when the fifth small hit e is won in the winning lottery when controlled to the sixth time-saving state is higher than the expected degree that the occurrence condition will be met when the second small hit b is won in the winning lottery when controlled to the sixth time-saving state. Also, the expected degree that the occurrence condition will be met when the fifth small hit e is won in the winning lottery when controlled to the sixth time-saving state is higher than the expected degree that the occurrence condition will be met when the third small hit c is won in the winning lottery when controlled to the sixth time-saving state. Also, the expected degree that the occurrence condition will be met when the fifth small hit e is won in the winning lottery when controlled to the sixth time-saving state is higher than the expected degree that the occurrence condition will be met when the fourth small hit d is won in the winning lottery when controlled to the sixth time-saving state. In addition, the expected probability that the occurrence condition will be met when the fifth small win e is won in the winning lottery when controlled to the sixth time-shortened state is higher than the expected probability that the occurrence condition will be met when the sixth small win f is won in the winning lottery when controlled to the sixth time-shortened state.
[0109] Thus, the expected probability that the occurrence condition will be satisfied when the first small win a is won in the winning lottery is higher when controlled in the first time-shortening state (approximately half) than when controlled in the second time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the first small win a is won in the winning lottery is higher when controlled in the second time-shortening state than when controlled in the first time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the first small win a is won in the winning lottery is higher when controlled in the first time-shortening state (approximately half) than when controlled in the third time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the first small win a is won in the winning lottery is higher when controlled in the third time-shortening state than when controlled in the first time-shortening state. Furthermore, the expected probability that the occurrence condition will be satisfied when the first small win a is won in the winning lottery is higher when controlled in the first time-shortening state (approximately half) than when controlled in the fourth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the first small win a is won in the winning lottery is higher when controlled in the fourth time-shortening state than when controlled in the first time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the first small win a is won in the winning lottery is higher when controlled in the first time-shortening state (approximately half) than when controlled in the fifth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the first small win a is won in the winning lottery is higher when controlled in the fifth time-shortening state than when controlled in the first time-shortening state. In addition, the expectation that the occurrence condition will be satisfied when the first small win a is won in the winning lottery is higher when controlled in the first time-shortening state (about half) than when controlled in the sixth time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the first small win a is won in the winning lottery is higher when controlled in the sixth time-shortening state than when controlled in the first time-shortening state.
[0110] Furthermore, the expected probability that the occurrence condition will be satisfied when the second small win b is won in the winning lottery is higher when controlled in the second time-shortening state (approximately three-quarters) than when controlled in the first time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the second small win b is won in the winning lottery is higher when controlled in the first time-shortening state than when controlled in the second time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the second small win b is won in the winning lottery is higher when controlled in the second time-shortening state (approximately three-quarters) than when controlled in the third time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the second small win b is won in the winning lottery is higher when controlled in the third time-shortening state than when controlled in the second time-shortening state. Furthermore, the expected probability that the occurrence condition will be satisfied when the second small win b is won in the winning lottery is higher when controlled to the second time-shortening state (approximately three-quarters) than when controlled to the fourth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the second small win b is won in the winning lottery is higher when controlled to the fourth time-shortening state than when controlled to the second time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the second small win b is won in the winning lottery is higher when controlled to the second time-shortening state (approximately three-quarters) than when controlled to the fifth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the second small win b is won in the winning lottery is higher when controlled to the fifth time-shortening state than when controlled to the second time-shortening state. In addition, the expectation that the occurrence condition will be satisfied when the second small win b is won in the winning lottery is higher when controlled in the second time-shortening state (about three-quarters) than when controlled in the sixth time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the second small win b is won in the winning lottery is higher when controlled in the sixth time-shortening state than when controlled in the second time-shortening state.
[0111] Furthermore, the expected probability that the occurrence condition will be satisfied when the third small win c is won in the winning lottery is higher when controlled in the third time-shortening state (approximately 7 / 8) than when controlled in the first time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the third small win c is won in the winning lottery is higher when controlled in the first time-shortening state than when controlled in the third time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the third small win c is won in the winning lottery is higher when controlled in the third time-shortening state (approximately 7 / 8) than when controlled in the second time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the third small win c is won in the winning lottery is higher when controlled in the second time-shortening state than when controlled in the third time-shortening state. Furthermore, the expected probability that the occurrence condition will be satisfied when the third small win c is won in the winning lottery is higher when controlled in the third time-shortening state (approximately 7 / 8) than when controlled in the fourth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the third small win c is won in the winning lottery is higher when controlled in the fourth time-shortening state than when controlled in the third time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the third small win c is won in the winning lottery is higher when controlled in the third time-shortening state (approximately 7 / 8) than when controlled in the sixth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the third small win c is won in the winning lottery is higher when controlled in the sixth time-shortening state than when controlled in the third time-shortening state.
[0112] Furthermore, the expected probability that the occurrence condition will be satisfied when the third small win c is won in the winning lottery is higher when controlled to the fifth time-shortening state (approximately 1) than when controlled to the first time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the third small win c is won in the winning lottery is higher when controlled to the first time-shortening state than when controlled to the fifth time-shortening state. Furthermore, the expected probability that the occurrence condition will be satisfied when the third small win c is won in the winning lottery is higher when controlled to the fifth time-shortening state (approximately 1) than when controlled to the second time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the third small win c is won in the winning lottery is higher when controlled to the second time-shortening state than when controlled to the fifth time-shortening state. Furthermore, the expected probability that the occurrence condition will be satisfied when the third small win c is won in the winning lottery is higher when controlled in the fifth time-shortening state (approximately 1) than when controlled in the third time-shortening state (approximately 7 / 8). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the third small win c is won in the winning lottery is higher when controlled in the third time-shortening state than when controlled in the fifth time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the third small win c is won in the winning lottery is higher when controlled in the fifth time-shortening state (approximately 1) than when controlled in the fourth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the third small win c is won in the winning lottery is higher when controlled in the fourth time-shortening state than when controlled in the fifth time-shortening state. In addition, the expectation that the occurrence condition will be satisfied when the third small win c is won in the winning lottery is higher when controlled in the fifth time-shortening state (about 1) than when controlled in the sixth time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the third small win c is won in the winning lottery is higher when controlled in the sixth time-shortening state than when controlled in the fifth time-shortening state.
[0113] Furthermore, the expected probability that the occurrence condition will be satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the fourth time-shortening state (approximately 15 out of 16) than when controlled in the first time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the first time-shortening state than when controlled in the fourth time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the fourth time-shortening state (approximately 15 out of 16) than when controlled in the second time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the second time-shortening state than when controlled in the fourth time-shortening state. Furthermore, the expected probability that the occurrence condition will be satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the fourth time-shortening state (approximately 15 out of 16) than when controlled in the third time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the third time-shortening state than when controlled in the fourth time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the fourth time-shortening state (approximately 15 out of 16) than when controlled in the fifth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the fifth time-shortening state than when controlled in the fourth time-shortening state. In addition, the expected probability that the occurrence condition will be satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the fourth time-shortening state (about 15 out of 16) than when controlled in the sixth time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the fourth small win d is won in the winning lottery is higher when controlled in the sixth time-shortening state than when controlled in the fourth time-shortening state.
[0114] Furthermore, the expected probability that the occurrence condition will be satisfied when the fifth small hit e is won in the winning lottery is higher when controlled to the sixth time-shortening state (approximately 1) than when controlled to the first time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the fifth small hit e is won in the winning lottery is higher when controlled to the first time-shortening state than when controlled to the sixth time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the fifth small hit e is won in the winning lottery is higher when controlled to the sixth time-shortening state (approximately 1) than when controlled to the second time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the fifth small hit e is won in the winning lottery is higher when controlled to the second time-shortening state than when controlled to the sixth time-shortening state. Furthermore, the expected probability that the occurrence condition will be satisfied when the fifth small win e is won in the winning lottery is higher when controlled to the sixth time-shortening state (approximately 1) than when controlled to the third time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the fifth small win e is won in the winning lottery is higher when controlled to the third time-shortening state than when controlled to the sixth time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the fifth small win e is won in the winning lottery is higher when controlled to the sixth time-shortening state (approximately 1) than when controlled to the fourth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the fifth small win e is won in the winning lottery is higher when controlled to the fourth time-shortening state than when controlled to the sixth time-shortening state. In addition, the expectation that the occurrence condition will be satisfied when the fifth small win e is won in the winning lottery is higher when controlled to the sixth time-shortening state (about 1) than when controlled to the fifth time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the fifth small win e is won in the winning lottery is higher when controlled to the fifth time-shortening state than when controlled to the sixth time-shortening state.
[0115] Furthermore, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the first time-shortening state (approximately one-half) than when controlled in the second time-shortening state (approximately one-quarter). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the second time-shortening state than when controlled in the first time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the first time-shortening state (approximately one-half) than when controlled in the third time-shortening state (approximately one-eighth). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the third time-shortening state than when controlled in the first time-shortening state. Furthermore, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the first time-shortening state (approximately one-half) than when controlled in the fourth time-shortening state (approximately one-sixteenth). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the fourth time-shortening state than when controlled in the first time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the first time-shortening state (approximately one-half) than when controlled in the fifth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the fifth time-shortening state than when controlled in the first time-shortening state. In addition, the expectation that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the first time-shortening state (about half) than when controlled in the sixth time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the sixth time-shortening state than when controlled in the first time-shortening state.
[0116] Furthermore, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the second time-shortening state (approximately one-fourth) than when controlled in the third time-shortening state (approximately one-eighth). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the third time-shortening state than when controlled in the second time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the second time-shortening state (approximately one-fourth) than when controlled in the fourth time-shortening state (approximately one-sixteenth). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the fourth time-shortening state than when controlled in the second time-shortening state. Furthermore, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled to the second time-shortening state (approximately one-fourth) than when controlled to the fifth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled to the fifth time-shortening state than when controlled to the second time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled to the second time-shortening state (approximately one-fourth) than when controlled to the sixth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled to the sixth time-shortening state than when controlled to the second time-shortening state.
[0117] Furthermore, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the third time-shortening state (approximately 1 in 8) than when controlled in the fourth time-shortening state (approximately 1 in 16). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the fourth time-shortening state than when controlled in the third time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the third time-shortening state (approximately 1 in 8) than when controlled in the fifth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the fifth time-shortening state than when controlled in the third time-shortening state. In addition, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the third time-shortening state (about one-eighth) than when controlled in the sixth time-shortening state (zero). In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled in the sixth time-shortening state than when controlled in the third time-shortening state.
[0118] Furthermore, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled to the fourth time-shortening state (approximately 1 in 16) than when controlled to the fifth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled to the fifth time-shortening state than when controlled to the fourth time-shortening state. Also, the expected probability that the occurrence condition will be satisfied when the sixth small win f is won in the winning lottery is higher when controlled to the fourth time-shortening state (approximately 1 in 16) than when controlled to the sixth time-shortening state (zero). That is, the frequency with which the opening / closing piece 23a of the second starting opening 23 prevents the occurrence condition from being satisfied when the sixth small win f is won in the winning lottery is higher when controlled to the sixth time-shortening state than when controlled to the fourth time-shortening state.
[0119] In other words, in this embodiment, the expectation that the occurrence condition will be met when the sixth small win f is won in the winning lottery decreases in the following order: non-time-shortened state < first time-shortened state < second time-shortened state < third time-shortened state < fourth time-shortened state < fifth time-shortened state, and sixth time-shortened state. As described above, when the jackpot game F is triggered by the occurrence condition being met when the sixth small win f is won in the winning lottery, the game is controlled to the non-time-shortened state after the end of the jackpot game F. For this reason, in this embodiment, the order of the advantageous degree increases: non-time-shortened state < first time-shortened state < second time-shortened state < third time-shortened state < fourth time-shortened state < fifth time-shortened state < sixth time-shortened state.
[0120] The transition of the game state will be explained. As shown in Figure 10, when power supply is started, the pachinko gaming machine 10 is controlled to the non-time-shortening state. As described above, in the non-time-shortening state in which left-handed hitting is recommended, a game ball may enter the first starting hole 22 when hit from the left, but the game ball will not enter the second starting hole 23. Therefore, in the non-time-shortening state, a player may win the first jackpot O1 in the winning lottery, but will not win the first small jackpots a-f and the second jackpot O2 in the winning lottery. When a jackpot game G is generated in response to winning the first jackpot O1 in the winning lottery while the machine is controlled to the non-time-shortening state, the machine is controlled to the first time-shortening state after the jackpot game G ends.
[0121] As described above, in the first time-saving state, where right-hand hitting is recommended, a game ball may enter the second starting hole 23 when hitting from the right, but a game ball will not enter the first starting hole 22. Therefore, in the first time-saving state, the first small hits a-f and the second big hit O2 may be won in the winning lottery, but the first big hit O1 will not be won in the winning lottery. And, as described above, in the first time-saving state, big hit games A and F based on the small hit symbols Za and Zf corresponding to the first time-saving state may occur, but big hit games B to E based on the small hit symbols Zb to Ze not corresponding to the first time-saving state almost never occur. In other words, in the first time-saving state, big hit games A, F, and H may occur, but big hit games B to E and G do not occur. When controlled to the first time-shortening state, if a jackpot game A is triggered by winning the first small jackpot a in the jackpot lottery, the game will be controlled to the second time-shortening state after the jackpot game A ends. More specifically, when controlled to the first time-shortening state, if a jackpot game A is triggered by the satisfaction of the triggering condition when the first small jackpot a is won in the jackpot lottery, the game will be controlled to the second time-shortening state after the jackpot game A ends. When controlled to the first time-shortening state, if a jackpot game H is triggered by winning the second jackpot O2 in the jackpot lottery, the game will be controlled to the fourth time-shortening state after the jackpot game H ends. When controlled to the first time-shortening state, if a jackpot game F is triggered by winning the sixth small jackpot f in the jackpot lottery, the game will be controlled to the non-time-shortening state after the jackpot game F ends. More specifically, when the jackpot game F occurs as a result of the occurrence condition being met when the sixth small jackpot f is won in the winning lottery while the game is controlled to the first time-shortening state, after the jackpot game F ends, the game is controlled to the non-time-shortening state.
[0122] As described above, in the second time-saving state, where right-hand hitting is recommended, a game ball may enter the second starting hole 23 when hitting from the right, but a game ball will not enter the first starting hole 22. Therefore, in the second time-saving state, a player may win the first small wins a-f and the second big win O2 in the winning lottery, but will not win the first big win O1 in the winning lottery. As described above, in the second time-saving state, big win games B and F based on the small win symbols Zb and Zf corresponding to the second time-saving state may occur, but big win games A, C-E based on the small win symbols Za, Zc-Ze not corresponding to the second time-saving state almost never occur. In other words, in the second time-saving state, big win games B, F, and H may occur, but big win games A, C-E, and G do not occur. When controlled to the second time-shortening state, if jackpot game B is initiated upon winning the second small jackpot b in the winning lottery, the system will be controlled to the third time-shortening state after the end of jackpot game B. More specifically, when controlled to the second time-shortening state, if jackpot game B is initiated upon winning the second small jackpot b in the winning lottery and the conditions for its occurrence are met, the system will be controlled to the third time-shortening state after the end of jackpot game B. When controlled to the second time-shortening state, if jackpot game H is initiated upon winning the second jackpot O2 in the winning lottery, the system will be controlled to the fourth time-shortening state after the end of jackpot game H. When controlled to the second time-shortening state, if jackpot game F is initiated upon winning the sixth small jackpot f in the winning lottery, the system will be controlled to the non-time-shortening state after the end of jackpot game F. More specifically, when the jackpot game F occurs as a result of the occurrence condition being met when the sixth small jackpot f is won in the winning lottery while the game is controlled to the second time-shortening state, after the jackpot game F ends, the game is controlled to the non-time-shortening state.
[0123] As described above, in the third time-saving state, where right-hand hitting is recommended, a game ball may enter the second starting hole 23 when hitting from the right, but not the first starting hole 22. Therefore, in the third time-saving state, the first small wins a-f and the second big win O2 may be won in the winning lottery, but the first big win O1 may not be won in the winning lottery. As described above, in the third time-saving state, big win games C and F based on the small win symbols Zc and Zf corresponding to the third time-saving state may occur, but big win games A, B, D, and E based on the small win symbols Za, Zb, Zd, and Ze not corresponding to the third time-saving state almost never occur. In other words, in the third time-saving state, big win games C, F, and H may occur, but big win games A, B, D, E, and G do not occur. When controlled to the third time-shortening state, if a jackpot game C is triggered by winning the third small jackpot c in the winning lottery, the system will be controlled to the fourth time-shortening state after the end of the jackpot game C. More specifically, when controlled to the third time-shortening state, if a jackpot game C is triggered by the satisfaction of the triggering condition when the third small jackpot c is won in the winning lottery, the system will be controlled to the fourth time-shortening state after the end of the jackpot game C. When controlled to the third time-shortening state, if a jackpot game H is triggered by winning the second jackpot O2 in the winning lottery, the system will be controlled to the fourth time-shortening state after the end of the jackpot game H. When controlled to the third time-shortening state, if a jackpot game F is triggered by winning the sixth small jackpot f in the winning lottery, the system will be controlled to the non-time-shortening state after the end of the jackpot game F. More specifically, when the jackpot game F occurs as a result of the occurrence condition being met when the sixth small jackpot f is won in the winning lottery while the game is controlled to the third time-shortening state, after the jackpot game F ends, the game is controlled to the non-time-shortening state.
[0124] As described above, in the fourth time-saving state, where right-hand hitting is recommended, a game ball may enter the second starting hole 23 when hitting from the right, but the game ball will not enter the first starting hole 22. Therefore, in the fourth time-saving state, the first small hits a-f and the second big hit O2 may be won in the winning lottery, but the first big hit O1 will not be won in the winning lottery. As described above, in the fourth time-saving state, big hit games D and F based on the small hit symbols Zd and Zf corresponding to the fourth time-saving state may occur, but big hit games A-C and E based on the small hit symbols Za-Zc and Ze not corresponding to the fourth time-saving state almost never occur. In other words, in the fourth time-saving state, big hit games D, F, and H may occur, but big hit games A-C, E, and G do not occur. When controlled to the fourth time-shortening state, if a jackpot game D is triggered by winning the fourth small jackpot d in the winning lottery, the system will be controlled to the fifth time-shortening state after the end of the jackpot game D. More specifically, when controlled to the fourth time-shortening state, if a jackpot game D is triggered by the satisfaction of the triggering condition when the fourth small jackpot d is won in the winning lottery, the system will be controlled to the fifth time-shortening state after the end of the jackpot game D. When controlled to the fourth time-shortening state, if a jackpot game H is triggered by winning the second jackpot O2 in the winning lottery, the system will be controlled to the fourth time-shortening state after the end of the jackpot game H. When controlled to the fourth time-shortening state, if a jackpot game F is triggered by winning the sixth small jackpot f in the winning lottery, the system will be controlled to the non-time-shortening state after the end of the jackpot game F. More specifically, when the jackpot game F occurs as a result of the occurrence condition being met when the sixth small jackpot f is won in the winning lottery while the game is controlled to the fourth time-shortening state, after the end of the jackpot game F, the game is controlled to the non-time-shortening state.
[0125] As described above, in the fifth time-saving state, where right-hand hitting is recommended, a game ball may enter the second starting hole 23 when hitting from the right, but a game ball will not enter the first starting hole 22. Therefore, in the fifth time-saving state, the first small wins a-f and the second big win O2 may be won in the winning lottery, but the first big win O1 will not be won in the winning lottery. As described above, in the fifth time-saving state, a big win game C based on the small win symbol Zc corresponding to the fifth time-saving state may occur, but big win games A, B, D-F based on the small win symbols Za, Zb, Zd-Zf not corresponding to the fifth time-saving state almost never occur. In other words, in the fifth time-saving state, big win games C and H may occur, but big win games A, B, D-G do not occur. When controlled to the fifth time-shortening state, if a jackpot game C is triggered by winning the third small jackpot c in the winning lottery, the system will be controlled to the fourth time-shortening state after the end of the jackpot game C. More specifically, when controlled to the fifth time-shortening state, if a jackpot game C is triggered by winning the third small jackpot c in the winning lottery and the triggering condition is met, the system will be controlled to the fourth time-shortening state after the end of the jackpot game C. When controlled to the fifth time-shortening state, if a jackpot game H is triggered by winning the second jackpot O2 in the winning lottery, the system will be controlled to the fourth time-shortening state after the end of the jackpot game H.
[0126] As described above, in the pachinko gaming machine 10, if a player does not win a jackpot or a small jackpot in the winning lottery, a time-saving trigger symbol may be displayed in a special game. If a time-saving trigger symbol is displayed in a special game, the game is controlled to the sixth time-saving state after the special game ends. As described above, in the sixth time-saving state, where right-hand hitting is recommended, a game ball may enter the second starting hole 23 when a player hits right, but the game ball does not enter the first starting hole 22. Therefore, in the sixth time-saving state, a player may win the first small jackpots a-f and the second jackpot O2 in the winning lottery, but will not win the first jackpot O1 in the winning lottery. As described above, in the sixth time-saving state, jackpot game E based on the small jackpot symbol Ze corresponding to the sixth time-saving state can be generated, while jackpot games A-D, and F based on the small jackpot symbols Za-Zd and Zf not corresponding to the sixth time-saving state are almost never generated. In other words, in the sixth time-saving state, jackpot games E and H can be generated, but jackpot games A-D, F, and G are not generated. When jackpot game E is generated upon winning the fifth small jackpot e in the winning lottery while controlled in the sixth time-saving state, the game is controlled to the fourth time-saving state after the end of the jackpot game E. More specifically, when jackpot game E is generated upon winning the fifth small jackpot e in the winning lottery while controlled in the sixth time-saving state, the game is controlled to the fourth time-saving state after the end of the jackpot game E. When the jackpot game H occurs as a result of winning the second jackpot O2 in the winning lottery while the game is controlled to the sixth time-shortening state, the game is controlled to the fourth time-shortening state after the jackpot game H ends.
[0127] Next, we will explain the game state when the first small win a is won in the first time-saving state. As shown in FIG. 11, assume that the first time-shortened state is entered at time T00. Assume that, during time-shortened state T01, the first small win a is won in the first drawing of the winning lottery while the game is in the first time-shortened state. When the first small win a is won in the first drawing of the winning lottery while the game is in the first time-shortened state, the termination condition of the first time-shortened state is satisfied, and the game is then entered into the non-time-shortened state. In the non-time-shortened state, a game ball is likely to enter the second large prize slot 25 during the occurrence of the first small win a. Therefore, in the first time-shortened state, when the player continues to fire game balls during the occurrence of the first small win a, the occurrence condition is satisfied or nearly satisfied. Subsequently, the occurrence condition is satisfied during the occurrence of the first small win a, triggering the occurrence of the jackpot game A.
[0128] Next, we will explain the game state when the first small win a is won in the second time-saving state. As shown in FIG. 12, assume that the game is controlled to the second time-shortened state at time T10. Assume that during time-shortened state T11, the first small win a is won in the first drawing of the lottery while the game is controlled to the second time-shortened state. When the first small win a is won in the first drawing of the lottery while the game is controlled to the second time-shortened state, the termination condition of the second time-shortened state is not met. Therefore, when the first small win a is won in the first drawing of the lottery while the game is controlled to the second time-shortened state, the game continues to be controlled to the second time-shortened state. In the second time-shortened state, it is difficult for a game ball to enter the second large prize slot 25 during the occurrence of the first small win a. Therefore, in the second time-shortened state, when the player continues to fire game balls during the occurrence of the first small win a, the occurrence condition is not met, or the occurrence condition is not nearly met. In other words, when the machine is controlled to the second time-shortened state and the first small jackpot a is won in the winning lottery for the first time, the big jackpot game A does not occur, or the big jackpot game A does not occur at all.
[0129] In this way, the big win game A is triggered when the first small win a is won in the winning lottery and the occurrence condition is met. The big win game A is not triggered when the occurrence condition is not met when the first small win a is won in the winning lottery.
[0130] Next, we will explain the game state when the second small hit b is won in the first time-saving state. As shown in FIG. 13, assume that the game is controlled to the first time-shortened state at time T20. Assume that during time-shortened state T21, the player wins the second small win b in the winning lottery for the second time while controlled to the first time-shortened state. When the player wins the second small win b in the winning lottery for the second time while controlled to the first time-shortened state, the termination condition for the first time-shortened state is not met. Therefore, when the player wins the second small win b in the winning lottery for the second time while controlled to the first time-shortened state, the game continues to be controlled to the first time-shortened state. In the first time-shortened state, it is difficult for a game ball to enter the second large prize slot 25 during the occurrence of the second small win b. Therefore, in the first time-shortened state, when the player continues to fire game balls during the occurrence of the second small win b, the occurrence condition is not met, or the occurrence condition is almost not met. In other words, when the machine is controlled in the first time-shortening state and the second small jackpot b is won for the second time in the winning lottery, the big jackpot game B does not occur, or the big jackpot game B does not occur at all.
[0131] Next, we will explain the game state when the second small hit b is won in the second time-saving state. As shown in FIG. 14, assume that the first time-shortened state is entered at time T30. Assume that, at time T31, the second time-shortened state is entered and the second small win b is won in the winning lottery for the second time. When the second time-shortened state is entered and the second small win b is won in the winning lottery for the second time, the end condition of the second time-shortened state is satisfied, and the system is then controlled to a non-time-shortened state. In the non-time-shortened state, a game ball is likely to enter the second large prize slot 25 during the occurrence of the second small win b. Therefore, in the second time-shortened state, when the player continues to fire game balls during the occurrence of the second small win b, the occurrence condition is satisfied or nearly satisfied. Subsequently, the occurrence condition is satisfied during the occurrence of the second small win b, triggering the occurrence of a big win game B.
[0132] In this way, the big win game B is triggered when the occurrence condition is met when the second small win b is won in the winning lottery. The big win game B is not triggered when the occurrence condition is not met when the second small win b is won in the winning lottery.
[0133] The effects of this embodiment will be described. (1-1) When the game is controlled to the first time-shortening state or the second time-shortening state, the expectation of the occurrence of the jackpot game B differs depending on which game state is controlled to. Therefore, different gameplay characteristics can be provided in the first time-shortening state and the second time-shortening state. This can increase the interest.
[0134] (1-2) Even when controlled to the first time-shortening state, if the opening / closing piece 23a of the second starting opening 23 does not prevent the occurrence condition from being satisfied, the jackpot game B can be generated. Therefore, even when controlled to the first time-shortening state, it can be expected that the jackpot game B will be generated.
[0135] (1-3) When the first time-shortening state is controlled, and the first small win a is won in the winning lottery, and the occurrence condition is met to trigger the big win game A, the game is controlled to the second time-shortening state after the big win game A ends. Therefore, even when the game is controlled to the first time-shortening state, it can be expected that the game will be controlled to the second time-shortening state afterwards.
[0136] (1-4) The game state changes in stages: non-time-saving state, first time-saving state, second time-saving state, etc. This allows the player to enjoy the process of the game state changing in stages. (1-5) When controlled to the first time-shortening state or the second time-shortening state, whether jackpot game A or jackpot game B is likely to occur differs depending on which game state is controlled to. Therefore, different gameplay characteristics can be provided in the first time-shortening state and the second time-shortening state. This can increase interest.
[0137] (1-6) Whether the game is controlled to the first time-shortening state or the non-time-shortening state, there may be an opportunity to be controlled to the sixth time-shortening state, which is expected to result in a jackpot game E. This can increase the interest.
[0138] (1-7) Since the first time-saving state is easier to end than the second time-saving state and the sixth time-saving state, it can generate interest in whether or not the device is controlled to the second time-saving state or the sixth time-saving state. (Second embodiment) A pachinko gaming machine according to a second embodiment will be described.
[0139] In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and redundant description thereof will be omitted or simplified. As shown in FIG. 15 , the second embodiment differs from the first embodiment in that the termination condition for the second time-shortening state is met when the number of times the small win symbol Za has been displayed as a static display since the second time-shortening state was entered reaches a first number. That is, when the main control CPU 81 is controlling the second time-shortening state, the termination condition for the second time-shortening state is met when the number of times the small win symbol Za has been displayed as a static display since the second time-shortening state was entered reaches a first number. The second embodiment also differs from the first embodiment in that the termination condition for the second time-shortening state is met when the number of times the small win symbol Zf has been displayed as a static display since the second time-shortening state was entered reaches a first termination number. That is, when the main control CPU 81 is controlling the second time-shortening state, the termination condition for the second time-shortening state is met when the number of times the small win symbol Zf has been displayed as a static display since the second time-shortening state was entered reaches a first termination number.
[0140] For this reason, as shown in FIG. 16, when the first and second counts are 1 and the first ending count is 1, the expected probability of a jackpot game A based on the small win symbol Za when controlled to the second time-shortened state is approximately one-third. When the first and second counts are 1 and the first ending count is 1, the expected probability of a jackpot game B based on the small win symbol Zb when controlled to the second time-shortened state is approximately one-third. When the first and second counts are 1 and the first ending count is 1, the expected probability of a jackpot game F based on the small win symbol Zf when controlled to the second time-shortened state is approximately one-third. In other words, the expected probability of the occurrence condition being met when the first small win a is won in the winning lottery when controlled to the second time-shortened state is the same as the expected probability of the occurrence condition being met when the second small win b is won in the winning lottery when controlled to the second time-shortened state. In other words, the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being fulfilled when the first small jackpot a is won in the winning lottery when controlled to the second time-shortening state is the same as the frequency with which the opening / closing piece 23a of the second starting port 23 prevents the occurrence condition from being fulfilled when the second small jackpot b is won in the winning lottery when controlled to the second time-shortening state.
[0141] As described above, in the second time-saving state, where right-hand hitting is recommended, a game ball may enter the second starting hole 23 when hitting from the right, but a game ball will not enter the first starting hole 22. Therefore, in the second time-saving state, the first small wins a-f and the second big win O2 may be won in the winning lottery, but the first big win O1 will not be won in the winning lottery. As described above, in the second time-saving state, big win games A, B, and F based on the small win symbols Za, Zb, and Zf corresponding to the second time-saving state may occur, but big win games C-E based on the small win symbols Zc-Ze not corresponding to the second time-saving state almost never occur. In other words, in the second time-saving state, big win games A, B, F, and H may occur, but big win games C-E and G do not occur.
[0142] The transition of the game state from the second time-shortening state in the second embodiment will be described. As shown in Figure 17, when controlled to the second time-shortening state, if a jackpot game A is triggered by winning the first small jackpot a in the winning lottery, the game is controlled again to the second time-shortening state after the end of the jackpot game A. More specifically, when controlled to the second time-shortening state, if a jackpot game A is triggered by the satisfaction of the triggering condition when the first small jackpot a is won in the winning lottery, the game is controlled again to the second time-shortening state after the end of the jackpot game A. When controlled to the second time-shortening state, if a jackpot game B is triggered by winning the second small jackpot b in the winning lottery, the game is controlled to the third time-shortening state after the end of the jackpot game B. More specifically, when controlled to the second time-shortening state, if the occurrence condition is met when the second small jackpot b is won in the winning lottery and jackpot game B is triggered, the system is controlled to the third time-shortening state after the end of jackpot game B. When controlled to the second time-shortening state, if the occurrence condition is met when the second small jackpot O2 is won in the winning lottery and jackpot game H is triggered, the system is controlled to the fourth time-shortening state after the end of jackpot game H. When controlled to the second time-shortening state, if the occurrence condition is met when the sixth small jackpot f is won in the winning lottery and jackpot game F is triggered, the system is controlled to the non-time-shortening state after the end of jackpot game F. More specifically, when controlled to the second time-shortening state, if the occurrence condition is met when the sixth small jackpot f is won in the winning lottery and jackpot game F is triggered, the system is controlled to the non-time-shortening state after the end of jackpot game F.
[0143] The effects of the second embodiment will be described. (2-1) It is possible to entertain players by controlling the game from the first time-saving state to the second time-saving state, and it is also possible to entertain players by looping the second time-saving state in the second time-saving state. In other words, it is possible to provide different gameplay characteristics between the first time-saving state and the second time-saving state. This can increase the player's interest.
[0144] 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 the second embodiment, the first small win a that can be won in the first time-saving state and the first small win a that can be won in the second time-saving state may be different. In other words, a non-specific win may not occur in the second time-saving state.
[0145] The entry probability may be different between the first special game process and the second special game process. For example, the entry probability may be lower when the first special game process is executed than when the second special game process is executed. For example, the entry probability may be higher when the first special game process is executed than when the second special game process is executed.
[0146] Some or all of the time-saving trigger symbols that can be determined in the first special game process and the second special game process may be different. As an example, when the first special game process is executed, a more advantageous time-saving trigger symbol may be determined, or an advantageous time-saving trigger symbol may be more easily determined, compared to when the second special game process is executed. As an example, when the second special game process is executed, a more advantageous time-saving trigger symbol may be determined, or an advantageous time-saving trigger symbol may be more easily determined, compared to when the first special game process is executed.
[0147] When a time-saving trigger symbol is displayed as a static symbol in a special game, the game may be controlled to any game state after the end of the special game. For example, when a time-saving trigger symbol is displayed as a static symbol in a special game, the game may be controlled to a first time-saving state after the end of the special game. For example, when a time-saving trigger symbol is displayed as a static symbol in a special game, the game may be controlled to a second time-saving state after the end of the special game. For example, when a time-saving trigger symbol is displayed as a static symbol in a special game, the game may be controlled to a third time-saving state after the end of the special game. For example, when a time-saving trigger symbol is displayed as a static symbol in a special game, the game may be controlled to a fourth time-saving state after the end of the special game. For example, when a time-saving trigger symbol is displayed as a static symbol in a special game, the game may be controlled to a fifth time-saving state after the end of the special game. For example, when a time-saving trigger symbol is displayed as a static symbol in a special game, the game may be controlled to a sixth time-saving state after the end of the special game. For example, when a time-saving trigger symbol is displayed as a static symbol in a special game, the game may be controlled to a game state according to the type of time-saving trigger symbol after the end of the special game.
[0148] During a small win game, a predetermined effect may be executed. In this case, different effects may be executed depending on whether or not the game is in a time-saving state during the small win game. The termination conditions for each time-saving state may be set arbitrarily. For example, the type of small win corresponding to each time-saving state may be set arbitrarily, and the termination condition may be met when the number of times a small win corresponding to each time-saving state is stopped and displayed reaches an arbitrary number. For example, in each time-saving state, the termination condition is set as when the number of times a non-corresponding small win symbol stops in each time-saving state reaches the upper limit of termination times, but this is not limited to this. For example, the number of times a non-corresponding small win symbol stops in each time-saving state does not have to be included in the termination condition. For example, the termination condition may include when the number of times a non-corresponding small win symbol stops in each time-saving state reaches a predetermined number that is less than the upper limit of termination times.
[0149] The degree of advantage of each time-shortening state may be determined arbitrarily. For example, the first time-shortening state may be a game state that is more advantageous than the second time-shortening state. For example, the first time-shortening state may be a game state that is more advantageous than the third time-shortening state. For example, the first time-shortening state may be a game state that is more advantageous than the fourth time-shortening state. For example, the first time-shortening state may be a game state that is more advantageous than the fifth time-shortening state. For example, the first time-shortening state may be a game state that is more advantageous than the sixth time-shortening state. For example, the first time-shortening state may be a game state that is equally advantageous than the second time-shortening state. For example, the first time-shortening state may be a game state that is equally advantageous than the third time-shortening state. For example, the first time-shortening state may be a game state that is equally advantageous than the fourth time-shortening state. For example, the first time-shortening state may be a game state that is equally advantageous than the fifth time-shortening state. For example, the first time-shortening state may be a game state that is equally advantageous than the sixth time-shortening state.
[0150] For example, the second time-shortening state may be a game state that is more advantageous than the third time-shortening state. For example, the second time-shortening state may be a game state that is more advantageous than the fourth time-shortening state. For example, the second time-shortening state may be a game state that is more advantageous than the fifth time-shortening state. For example, the second time-shortening state may be a game state that is more advantageous than the sixth time-shortening state. For example, the second time-shortening state may be a game state that is equally advantageous to the third time-shortening state. For example, the second time-shortening state may be a game state that is equally advantageous to the fourth time-shortening state. For example, the second time-shortening state may be a game state that is equally advantageous to the fifth time-shortening state. For example, the second time-shortening state may be a game state that is equally advantageous to the sixth time-shortening state.
[0151] For example, the third time-shortening state may be a game state that is more advantageous than the fourth time-shortening state. For example, the third time-shortening state may be a game state that is more advantageous than the fifth time-shortening state. For example, the third time-shortening state may be a game state that is more advantageous than the sixth time-shortening state. For example, the third time-shortening state may be a game state that is equally advantageous to the fourth time-shortening state. For example, the third time-shortening state may be a game state that is equally advantageous to the fifth time-shortening state. For example, the third time-shortening state may be a game state that is equally advantageous to the sixth time-shortening state.
[0152] For example, the fourth time-shortening state may be a game state that is more advantageous than the fifth time-shortening state. For example, the fourth time-shortening state may be a game state that is more advantageous than the sixth time-shortening state. For example, the fourth time-shortening state may be a game state that has the same degree of advantage as the fifth time-shortening state. For example, the fourth time-shortening state may be a game state that has the same degree of advantage as the sixth time-shortening state. For example, the fifth time-shortening state may be a game state that is more advantageous than the sixth time-shortening state. For example, the fifth time-shortening state may be a game state that has the same degree of advantage as the sixth time-shortening state.
[0153] Each jackpot game may be triggered by winning a jackpot in a lottery, or by winning a small jackpot in a lottery. For example, the jackpot game G may be triggered by winning a predetermined small jackpot in a lottery held when a gaming ball enters the first starting hole 22. In other words, if a jackpot is not won in a lottery held when a gaming ball enters the first starting hole 22, the main control CPU 81 may draw a lottery to determine whether or not a predetermined small jackpot will be won. In this case, the predetermined small jackpot may not be won in a lottery held when a gaming ball enters the second starting hole 23.
[0154] The frequency (proportion) of winning each small win may be varied arbitrarily. If the frequency (proportion) of winning each small win differs, the frequency (proportion) of winning the corresponding jackpot game will differ depending on the frequency (proportion) of winning each small win. To give a specific example, even if the first and second ending counts are the same, if the frequency (proportion) of winning the first small win a in the winning lottery is lower than the frequency (proportion) of winning the second small win b in the winning lottery, the frequency (proportion) of jackpot game A triggered by winning the first small win a in the first time-saving state will be lower than the frequency (proportion) of jackpot game A triggered by winning the second small win b in the second time-saving state. In other words, the advantage of each time-saving state may differ depending on the frequency of winning the corresponding small win.
[0155] In the first special game processing, a different jackpot other than the first jackpot O1 may be won in the winning lottery. The different jackpot may be a small jackpot or a big jackpot. As an example, after the end of a jackpot game triggered by winning a different jackpot in the winning lottery, the game may be controlled to a second time-shortened state. In this case, in the first special game processing, the rate of winning the first jackpot O1 in the winning lottery may be higher or lower than the rate of winning a different jackpot in the winning lottery. As an example, after the end of a jackpot game triggered by winning a different jackpot in the winning lottery, the game may be controlled to a third time-shortened state. In this case, in the first special game processing, the rate of winning the first jackpot O1 in the winning lottery may be higher or lower than the rate of winning a different jackpot in the winning lottery. As one example, after the end of a jackpot game triggered by winning another jackpot in the winning lottery, the system may be controlled to a fourth time-shortened state. In this case, in the first special game processing, the rate of winning the first jackpot O1 in the winning lottery may be higher or lower than the rate of winning another jackpot in the winning lottery. As one example, after the end of a jackpot game triggered by winning another jackpot in the winning lottery, the system may be controlled to a fifth time-shortened state. In this case, in the first special game processing, the rate of winning the first jackpot O1 in the winning lottery may be higher or lower than the rate of winning another jackpot in the winning lottery. As one example, after the end of a jackpot game triggered by winning another jackpot in the winning lottery, the system may be controlled to a sixth time-shortened state. In this case, in the first special game process, the probability of winning the first jackpot O1 in the winning lottery may be higher or lower than the probability of winning another jackpot in the winning lottery. There may be multiple types of another jackpot. In this case, the game state after the end of the jackpot game triggered by winning another jackpot may differ depending on the type of another jackpot.
[0156] In the second special game processing, a win other than the small wins a to f and the second jackpot O2 may be won in the winning lottery. The other win may be a small win or a jackpot. As an example, after the end of a jackpot game triggered by winning another win in the winning lottery, the game may be controlled to the first time-shortened state. In this case, in the second special game processing, the rate at which the other win is won in the winning lottery may be set arbitrarily. As an example, after the end of a jackpot game triggered by winning another win in the winning lottery, the game may be controlled to the second time-shortened state. In this case, in the second special game processing, the rate at which the other win is won in the winning lottery may be set arbitrarily. As an example, after the end of a jackpot game triggered by winning another win in the winning lottery, the game may be controlled to the third time-shortened state. In this case, in the second special game processing, the rate at which the other win is won in the winning lottery may be set arbitrarily. As one example, after the end of a jackpot game triggered by winning another win in the winning lottery, the game may be controlled to a fourth time-saving state. In this case, in the second special game processing, the rate at which another win is won in the winning lottery may be set arbitrarily. As one example, after the end of a jackpot game triggered by winning another win in the winning lottery, the game may be controlled to a fifth time-saving state. In this case, in the second special game processing, the rate at which another win is won in the winning lottery may be set arbitrarily. As one example, after the end of a jackpot game triggered by winning another win in the winning lottery, the game may be controlled to a sixth time-saving state. In this case, in the second special game processing, the rate at which another win is won in the winning lottery may be set arbitrarily. Note that there may be multiple types of alternate wins. In this case, the game state after the end of a jackpot game triggered by winning another win may differ depending on the type of alternate win.
[0157] When the game state changes, a notification may be given that the game state is changing or that the game state has changed. In this case, when the game state changes, a predetermined lottery may be held, and based on the result of the predetermined lottery, a notification may not be given that the game state is changing or that the game state has changed. In other words, when controlled to the non-time-shortening state, a notification may not be given that the game state is being controlled to the non-time-shortening state. When controlled to the first time-shortening state, a notification may not be given that the game state is being controlled to the first time-shortening state. When controlled to the second time-shortening state, a notification may not be given that the game state is being controlled to the second time-shortening state. When controlled to the third time-shortening state, a notification may not be given that the game state is being controlled to the third time-shortening state. When controlled to the fourth time-shortening state, a notification may not be given that the game state is being controlled to the fourth time-shortening state. When controlled to the fifth time-shortening state, a notification may not be given that the game state is being controlled to the fifth time-shortening state. When controlled to the sixth time-shortening state, a notification may not be given that the game state is being controlled to the sixth time-shortening state. This makes it difficult for the player to identify which game state the game will be controlled to. Therefore, the player can guess which game state the game will be controlled to by the small win that is won in the winning lottery to satisfy the occurrence condition.
[0158] The second variable time, the closing time for the normal winning game, and the normal stop time may be set arbitrarily. In this case, it is preferable that the time from when the game ball passes through the gate 29 to when it flows down near the left side of the second starting opening 23 is longer than the sum of the second variable time, the closing time, and the normal stop time.
[0159] The opening time for the normal winning game may be set arbitrarily. In this case, it is preferable that the time from when the game ball passes through the gate 29 to when it flows down near the left side of the second starting port 23 is shorter than the opening time for the normal winning game.
[0160] The gate 29 and the second start opening 23 may be provided at any position. In this case, the gate 29, the second start opening 23, and the game components may be provided so that the time it takes for the game ball passing through the gate 29 to flow down near the left side of the second start opening 23 is equal to or greater than the sum of the second variable time, the closing time for the normal win game, and the normal stop time, and equal to or less than the opening time for the normal win game.
[0161] The execution of the second special game may be suspended. In this case, the number of second special suspensions may be one or more. When the execution of the second special game is suspended, a jackpot game may be triggered even if the jackpot game F has ended as long as the second special game is suspended.
[0162] In each game state, the symbol combination displayed in the effect game may be different when the corresponding small win symbol is displayed and when a non-corresponding small win symbol is displayed. For example, in each time-saving state, when the corresponding small win symbol is displayed, a combination in which the effect symbols of all symbol rows are the same, such as
[0777] , may be displayed. For example, in each time-saving state, when a non-corresponding small win symbol is displayed, a combination in which the effect symbols of all symbol rows are not the same, such as
[0787] , may be displayed.
[0163] In each time-saving state, when a small jackpot is won in the winning lottery, the symbol combination displayed in the effect game may differ depending on whether the end condition is met. For example, in each time-saving state, when the end condition is met, a combination in which the effect symbols in all symbol rows are the same, such as
[0777] , may be displayed. For example, in each time-saving state, when the end condition is not met, a combination in which the effect symbols in all symbol rows are not the same, such as
[0787] , may be displayed.
[0164] In this embodiment, 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. In this embodiment, the first special game and the second special game may be executed simultaneously.
[0165] In this embodiment, both the special game and the effect game can be executed, but this is not limiting, and the configuration may be such that only the special game is executed. In this case, the effect display unit 15 may display an effect symbol replaced with a special symbol.
[0166] In this embodiment, 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 jackpot lottery is won (a so-called "falling 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 winning opening 24 (a so-called "V probability variable machine"). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V probability variable machine.
[0167] In this embodiment, in addition to the big win lottery, a small win lottery may be held as the winning lottery for the special symbol. If a small win is won in the winning lottery, a small win game (winning game) occurs after the special game ends. In this embodiment, the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game occurs per unit time may be controlled to be in an improved state (so-called small win rush) compared to a normal game state (for example, a low probability, low ball entry rate state).
[0168] In this embodiment, the pachinko gaming machine 10 may be of a type 2 specification, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a gaming 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 gaming ball that entered the ball entry device enters the special prize entry hole, thereby generating a big win game.
[0169] In this embodiment, 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. In this embodiment, the specific configuration of the game board 20 may be changed arbitrarily.
[0170] In this embodiment, the sub-substrate 90 is a sub-general control substrate, and a display control substrate that specializes in controlling the performance display unit 15, a light-emitting control substrate that specializes in controlling the decorative light-emitting unit 14, and a sound control substrate that specializes in controlling the sound output unit 13 may be provided separately from the sub-substrate 90. Such a sub-general control substrate and a substrate that controls other performances may be included in the sub-substrate. In this 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 arbitrarily combined to form a single or multiple substrates.
[0171] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (i) A gaming machine comprising a lottery means for executing a winning lottery, an initiation means for initiating a winning game, and a game state control means for controlling the game state, wherein the winning game includes a specific winning game, and the game state includes a first advantageous game state and a second advantageous game state, wherein the specific winning game is initiated when an initiation condition is met if a specific winning is won in the winning lottery, and is not initiated when the initiation condition is not met if the specific winning is won in the winning lottery, and the expected probability of the initiation condition being met if the specific winning is won in the winning lottery is higher when controlled to the second advantageous game state than when controlled to the first advantageous game state.
[0172] (b) A gaming machine comprising lottery means for executing a winning lottery, generating means for generating a winning game, and game state control means for controlling the game state, wherein the winning game includes a specific winning game, and the game states include a first advantageous game state and a second advantageous game state, wherein the specific winning game is generated when the generating condition is met if a specific winning is won in the winning lottery, and wherein the specific winning game is not generated if the generating condition is not met if the specific winning is won in the winning lottery, wherein the probability of winning the specific winning in the winning lottery when controlled to the first advantageous game state is the same as the probability of winning the specific winning in the winning lottery when controlled to the second advantageous game state, and wherein the expectation that the generating condition will be met when the specific winning is won in the winning lottery is higher when controlled to the second advantageous game state than when controlled to the first advantageous game state.
[0173] (c) A game machine including lottery means for executing a winning lottery, generating means for generating a winning game, and game state control means for controlling a game state, wherein the winning game includes a first winning game and a second winning game, and the game state includes a first advantageous game state and a second advantageous game state, and the first winning game is generated when the generating condition is met when the first winning is won in the winning lottery, and is not generated when the generating condition is not met when the first winning is won in the winning lottery, and the second winning game is generated when the second winning is won in the winning lottery. a gaming machine in which the occurrence condition is met when the second winning is won in the winning lottery, and the occurrence condition is not met when the second winning is won in the winning lottery; the expected degree that the occurrence condition will be met when the first winning is won in the winning lottery is higher when the gaming machine is controlled to the first advantageous game state than when the gaming machine is controlled to the second advantageous game state, and the expected degree that the occurrence condition will be met when the second winning is won in the winning lottery is higher when the gaming machine is controlled to the second advantageous game state than when the gaming machine is controlled to the first advantageous game state.
[0174] (D) A game machine is provided with lottery means for executing a winning lottery, generating means for generating a winning game, and game state control means for controlling a game state, wherein the winning game includes a first winning game and a second winning game, and the game state includes a first advantageous game state and a second advantageous game state, and the first winning game is generated when the generating condition is met when the first winning is won in the winning lottery, and is not generated when the generating condition is not met when the first winning is won in the winning lottery, and the second winning game is generated when the generating condition is met when the second winning is won in the winning lottery, and is generated when the generating condition is met when the second winning is won in the winning lottery. A gaming machine in which the occurrence condition is not met when the condition is not met, the probability of winning the first or second win in the winning lottery when controlled to the first advantageous game state is the same as the probability of winning the first or second win in the winning lottery when controlled to the second advantageous game state, the expectation that the occurrence condition will be met when the first win is won in the winning lottery is higher when controlled to the first advantageous game state than when controlled to the second advantageous game state, and the expectation that the occurrence condition will be met when the second win is won in the winning lottery is higher when controlled to the second advantageous game state than when controlled to the first advantageous game state.
[0175] (E) A game machine is provided with lottery means for executing a winning lottery, generating means for generating a winning game, and game state control means for controlling a game state, wherein the winning game includes a first winning game and a second winning game, and the game state includes a first advantageous game state and a second advantageous game state, and the first winning game is generated when the generating condition is met when the first winning is won in the winning lottery, and is not generated when the generating condition is not met when the first winning is won in the winning lottery, and the second winning game is generated when the generating condition is met when the second winning is won in the winning lottery, and is not generated when the previous winning is won in the winning lottery. A gaming machine in which the occurrence condition is not satisfied when the second win is won, and the expected degree that the occurrence condition will be satisfied when the first win is won in the winning lottery when controlled to the first advantageous game state is higher than the expected degree that the occurrence condition will be satisfied when the second win is won in the winning lottery when controlled to the first advantageous game state, and the expected degree that the occurrence condition will be satisfied when the first win is won in the winning lottery when controlled to the second advantageous game state is lower than the expected degree that the occurrence condition will be satisfied when the second win is won in the winning lottery when controlled to the second advantageous game state.
[0176] (F) A game machine is provided with lottery means for executing a winning lottery, generating means for generating a winning game, and game state control means for controlling the game state, wherein the winning game includes a first winning game and a second winning game, and the game state includes a first advantageous game state and a second advantageous game state, wherein the first winning game is generated when the generating condition is met if the first winning is won in the winning lottery, and is not generated when the generating condition is not met if the first winning is won in the winning lottery, and the second winning game is generated when the generating condition is met if the second winning is won in the winning lottery, and is not generated when the generating condition is not met if the second winning is won in the winning lottery, and is controlled to be in the first advantageous game state. A gaming machine in which the probability of winning the first or second win in the winning lottery is the same as the probability of winning the first or second win in the winning lottery when controlled to the second advantageous game state, the expected degree that the occurrence condition will be met when the first win is won in the winning lottery when controlled to the first advantageous game state is higher than the expected degree that the occurrence condition will be met when the second win is won in the winning lottery when controlled to the first advantageous game state, and the expected degree that the occurrence condition will be met when the first win is won in the winning lottery when controlled to the second advantageous game state is equal to or lower than the expected degree that the occurrence condition will be met when the second win is won in the winning lottery when controlled to the second advantageous game state.
[0177] (G) A game machine is provided with a lottery means for executing a winning lottery, a generating means for generating a winning game, and a game state control means for controlling a game state, wherein the winning game includes a specific winning game, and the game state includes a normal game state, a specific advantageous game state, and a non-specific advantageous game state, and the expectation of the specific winning game being generated is higher when controlled to the specific advantageous game state than when controlled to the non-specific advantageous game state, and the non-specific advantageous game state and the specific advantageous game state are generated when a specific ending condition is met. In the non-specific advantageous game state, the specific termination condition is more likely to be met than in the specific advantageous game state, and the specific advantageous game state can be controlled when a non-specific win is won in the winning lottery while the game machine is controlled to the non-specific advantageous game state, or when a specific transition condition is met while the game machine is controlled to the normal game state, and the specific transition condition can be met when a win is not won in the winning lottery.
[0178] (H) A game machine comprising lottery means for executing a winning lottery, generating means for generating a winning game, and game state control means for controlling a game state, wherein the winning game includes a specific winning game and a non-specific winning game, and the game state includes a normal game state, a specific advantageous game state, and a non-specific advantageous game state, and the expectation of generating the specific winning game when controlled to the non-specific advantageous game state is zero or is lower than the expectation of generating the non-specific winning game when controlled to the non-specific advantageous game state, and the game machine is controlled to the specific advantageous game state. The expected probability of the non-specific winning game occurring when the game machine is in the normal advantageous game state is zero or lower than the expected probability of the specific winning game occurring when the game machine is controlled to the specific advantageous game state, and the specific advantageous game state is controlled when the game machine is controlled to the non-specific advantageous game state and is triggered by winning a non-specific winning game in the winning lottery, or when the game machine is controlled to the normal game state and is triggered by the establishment of a specific transition condition, and the specific transition condition can be established when the game machine does not win a winning game in the winning lottery.
[0179] (i) A game machine comprising lottery means for executing a winning lottery, generating means for generating a winning game, and game state control means for controlling a game state, wherein the winning game includes a specific winning game and a non-specific winning game, and the game state includes a normal game state, a specific advantageous game state, and a non-specific advantageous game state, and the expectation of the specific winning game occurring when controlled to the non-specific advantageous game state is zero or is lower than the expectation of the non-specific winning game occurring when controlled to the specific advantageous game state, and the expectation of the non-specific winning game occurring when controlled to the specific advantageous game state is zero or is controlled to the specific advantageous game state. The gaming machine has a low expectation of the specific winning game occurring when the non-specific advantageous game state and the specific advantageous game state are ended when a specific ending condition is met, and the specific ending condition is more likely to be met in the non-specific advantageous game state than in the specific advantageous game state, and the specific advantageous game state is controlled when the machine is controlled to the non-specific advantageous game state and is triggered by winning a non-specific winning in the winning lottery, and when the machine is controlled to the normal game state and is controlled when a specific transition condition is met, and the specific transition condition can be met when a winning is not won in the winning lottery.
[0180] (J) A game machine comprising lottery means for executing a winning lottery, generating means for generating a winning game, and game state control means for controlling a game state, wherein the winning game includes a first winning game and a second winning game, and the game state includes a normal game state, a first advantageous game state, and a second advantageous game state, and the expectation of generating the second winning game when controlled to the first advantageous game state is zero or lower than the expectation of generating the first winning game when controlled to the first advantageous game state, and the expectation of generating the first winning game when controlled to the second advantageous game state is A gaming machine in which the waiting probability is zero or lower than the expected probability of the second winning game occurring when controlled to the second advantageous gaming state, and when the first winning game occurs as a result of winning the first winning in the winning lottery while controlled to the first advantageous gaming state, the gaming machine is controlled to the second advantageous gaming state after the first winning game ends, and when the first winning game occurs as a result of winning the first winning in the winning lottery while controlled to the second advantageous gaming state, the gaming machine is controlled to the second advantageous gaming state after the first winning game ends.
[0181] (k) A game machine comprising lottery means for executing a winning lottery, generating means for generating a winning game, and game state control means for controlling a game state, wherein the winning game includes a first winning game and a second winning game, and the game state includes a normal game state, a first advantageous game state, a second advantageous game state, and a third advantageous game state, and the expectation of generating the second winning game when controlled to the first advantageous game state is zero or lower than the expectation of generating the first winning game when controlled to the first advantageous game state, and the expectation of generating the first winning game when controlled to the second advantageous game state is The degree of expectation of the second winning game occurring when the gaming machine is controlled to the second advantageous gaming state is zero or lower than the degree of expectation of the second winning game occurring when the gaming machine is controlled to the second advantageous gaming state, and when the first winning game occurs as a result of winning the first winning in the winning lottery while the gaming machine is controlled to the first advantageous gaming state, the gaming machine is controlled to the second advantageous gaming state after the first winning game ends, and when the second winning game occurs as a result of winning the second winning in the winning lottery while the gaming machine is controlled to the second advantageous gaming state, the gaming machine is controlled to the third advantageous gaming state after the second winning game ends.
[0182] (L) It is preferable to provide a notification control means for controlling the notification means, and when the game is controlled to the specific advantageous game state, it may not notify the game player that it is being controlled to the specific advantageous game state. (W) The occurrence prevention means may allow the occurrence condition to be satisfied when the game is controlled to the normal game state, and after the game is controlled to the specific advantageous game state, the occurrence means may be allowed to be satisfied by controlling the game to the normal game state when the number of times the specific win has been won in the winning lottery reaches a specific number. [Explanation of symbols]
[0183] 27...Branch section 28...Distribution shutter 29...Gate 29a...Gate opening 30...Outlet 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 a~f...Small win A~H...Big win game CL...Center line O1, O2...Big win SE1~SE6...Detection section SL1~SL4...Solenoid ya~yf...Small win game Z1, Z2...Big win symbol Za~Zf...Small win symbol
Claims
[Claim 1] A determination means capable of determining whether a predetermined condition is satisfied; A generating means for generating a winning game; A game state control means for controlling a game state; and an occurrence prevention means for preventing the occurrence condition from being satisfied, The winning games include specific winning games, The game state includes a normal game state, a specific advantageous game state, and a non-specific advantageous game state. The specific winning game can be generated when the predetermined condition is established and the occurrence condition is satisfied, and cannot be generated when the predetermined condition is established and the occurrence condition is not satisfied, The frequency with which the occurrence prevention means prevents the occurrence condition from being satisfied when the predetermined condition is established is higher when the game machine is controlled to the non-specific advantageous game state than when the game machine is controlled to the specific advantageous game state, so that the expectation of the occurrence condition being satisfied when the predetermined condition is established, thereby causing the specific winning game to be generated, is higher when the game machine is controlled to the specific advantageous game state than when the game machine is controlled to the non-specific advantageous game state. The non-specific advantageous game state is more likely to end than the specific advantageous game state.
Citation Information
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