Gaming Machines

The gaming machine addresses the challenge of enhancing player interest by incorporating a state control unit and performance execution unit to dynamically vary game states and performance content based on transition conditions, thereby improving engagement and gameplay experience.

JP7649554B2Active Publication Date: 2025-03-21NEWGIN KK
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Patent Information

Application Number
JP2022167628
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-10-19
Publication Date
2025-03-21
Estimated Expiration
2042-10-19

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to significantly enhance player interest and engagement by dynamically varying game states and performance content based on specific transition conditions.

Method used

A gaming machine with a state control unit and a performance execution unit that executes specific effects when transition conditions are met, allowing for variable games where the performance content and selection rates differ, thereby enhancing player engagement.

Benefits of technology

The solution improves player interest by dynamically changing game states and performance content, increasing the likelihood of game balls entering specific inlet openings and enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance interest.SOLUTION: At least one of performance contents of a predetermined performance and selection rates of the predetermined performance differ between a normal game where a shift condition is not satisfied when the normal game is executed and a special game (second special game) where the shift condition is not satisfied when the special game (second special game) is executed. Performance contents of a specific performance differ between a case where the shift condition is satisfied when the normal game is executed and a case where the shift condition is satisfied when the special game (second special game) is executed. At least one of the performance contents of the predetermined performance and the selection rates of the predetermined performance in the first variation game after a specific game state is completed are the same between a case where the shift condition is satisfied when the normal game is executed and a case where the shift condition is satisfied when the special game (second special game) is executed.SELECTED DRAWING: Figure 19
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Description

[Technical field]

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

[0002] Conventionally, some pachinko gaming machines, which are a type of gaming machine, have a game flow configured to be controlled to a normal gaming state when a transition condition is satisfied in a specific gaming state. For example, some pachinko gaming machines, such as the gaming machine described in Patent Document 1, have a game flow configured to be controlled to a normal gaming state when a transition condition is satisfied in a specific gaming state in which the probability of winning a jackpot is improved. Other pachinko gaming machines, such as the gaming machine described in Patent Document 1, have a game flow configured to be controlled to a normal gaming state when a transition condition is satisfied in a specific gaming state in which the advantage of a gaming ball entering a part of the starting winning hole is improved. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-100288 A Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, there is a demand for gaming machines that further enhance the interest in games by improving the game flow. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a game machine that, when a gaming ball enters the first ball entrance, usually Able to play variable games the law of nature When the game ball enters the second ball entrance, the variable game specialA gaming machine capable of executing a variable game includes a state control unit capable of controlling a specific gaming state, and a performance execution unit that executes a performance, and the specific gaming state ends when a transition condition is satisfied, the transition condition being: The first The above usually The case where it is established due to the execution of a variable game, or The second The above special The transition condition may be established by triggering the execution of a variable game, and the transition condition may be established by triggering the execution of a variable game. The transition condition may be established by triggering the execution of a variable game. The transition condition may be established by triggering the execution of a variable game. The transition condition may be established by triggering the execution of a variable game. The transition condition may be established by triggering the execution of a variable game. The transition condition may be established by triggering the execution of a variable game. usually When the transition condition is not satisfied due to the execution of a variable game, usually A variable game and the special When the transition condition is not satisfied due to the execution of a variable game, special At least one of the content of the predetermined effect and the selection rate of the predetermined effect is different from that of the variable game, usually When the transition condition is established as a result of the execution of a variable game, special The content of the specific effect is different when the transition condition is established as a result of the execution of a variable game, and usually When the transition condition is established as a result of the execution of a variable game, special At least one of the content of the predetermined effect and the selection rate of the predetermined effect in the first variable game after the specific gaming state ends is the same as when the transition condition is established by the execution of the variable game. Depending on the result of the normal variable game, it becomes easier for the game ball to enter the second ball entrance, or a specific state is created in which the game ball can enter the second ball entrance, and in the specific game state, the specific state is more likely to occur than in a predetermined game state. The gist of the present invention is as follows. Effect of the Invention

[0006] According to the present invention, interest can be increased. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram showing the appearance of a pachinko gaming machine. [Diagram 2] This is a diagram of the game board as seen from the front. [Diagram 3] FIG. 2 is a diagram showing the electrical configuration of a pachinko game machine. [Figure 4] A figure showing an example of the lottery winning ratio for a special pattern lottery. [Diagram 5] A diagram showing an example of a small win game. [Figure 6] FIG. 13 is a diagram showing an example of a jackpot game. [Figure 7] A figure showing an example of the lottery winning ratio for normal patterns. [Figure 8] FIG. 13 is a diagram showing an example of a fluctuation pattern of a special game. [Figure 9] FIG. 13 is a diagram showing an example of a fluctuation pattern in a normal game. [Figure 10] A figure showing an example of a transition condition from a high ball scoring rate state. [Figure 11] 13 is a flowchart showing an example of a second low ball entry rate transition process. [Figure 12] 13 is a flowchart showing an example of a third low ball entry rate transition process. [Figure 13] 13 is a flowchart showing an example of a fourth low ball entry rate transition process. [Figure 14] A figure showing an example of the presentation aspect of a stock challenge presentation that constitutes a specific presentation. [Figure 15] A figure showing an example of the presentation form of a winning challenge presentation that constitutes a specific presentation. [Figure 16] A figure showing an example of the presentation aspect of a pre-performance that constitutes a specific performance. [Figure 17] 13(a) to 13(f) are diagrams showing a specific example of how a specific performance is executed. [Figure 18] 13(a) to 13(f) are diagrams showing a specific example of how a specific performance is executed. [Figure 19] FIG. 13 is a diagram showing an example of a presentation aspect of a predetermined presentation in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

[0009] As shown in FIG. 1, the pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a and a mounting frame 11b. The outer frame 11a is a member for fixing the machine body to an island facility. The mounting frame 11b is a member for mounting various game components. In the pachinko gaming machine 10, the mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame for protecting the game board YB.

[0010] The pachinko gaming machine 10 includes a speaker SP. The speaker SP can execute sound effects. The sound effects are effects in which a predetermined sound is output by the speaker SP. For example, the predetermined sound is a piece of music, a human voice, a sound effect, etc. The speaker SP can execute sound notifications. The sound notifications are notifications in which a predetermined sound is output by the speaker SP. The pachinko gaming machine 10 includes a decorative lamp LA. The decorative lamp LA can execute light-emitting effects. The light-emitting effects are effects produced by turning on, blinking, and extinguishing a light-emitting body (not shown) built into the decorative lamp LA. The decorative lamp LA can execute light-emitting notifications. The light-emitting notifications are notifications produced by turning on, blinking, and extinguishing a light-emitting body (not shown) built into the decorative lamp LA.

[0011] The pachinko gaming machine 10 includes a launch handle HD. The launch handle HD is a member that is operated when launching a gaming ball. The launch handle HD is provided on the surface side (front side) of the mounting frame 11b.

[0012] As shown in FIG. 2, a game area YBa is formed on the front of the game board YB. The game area YBa is substantially circular when viewed from the front. A display window YBb is formed in the approximate center of the game area YBa. A launch passage YBc is formed to the left of the game area YBa. The launch passage YBc is a passage for guiding game balls launched by operating the launch handle HD to the game area YBa. The game board YB is equipped with a backflow prevention valve YBd. The backflow prevention valve YBd is a member for preventing game balls launched by operating the launch handle HD from returning back to the launch passage YBc.

[0013] The pachinko game machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved display device 19c, a second reserved display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e are provided at positions on the game board YB that are visible to the player.

[0014] The first special pattern display device 19a can execute a first special game. In the first special game, after a predetermined pattern is displayed in a variable manner, the first special pattern is finally displayed in a stationary manner. The first special pattern is a pattern for notifying the result of a lottery for a winning combination of the first special pattern. The first special pattern is an example of a special pattern. The first special game is an example of a special game. The special game is a variable game of the special pattern. In other words, the first special game is an example of a variable game. The second special pattern display device 19b can execute a second special game. In the second special game, after a predetermined pattern is displayed in a variable manner, the second special pattern is finally displayed in a stationary manner. The second special pattern is a pattern for notifying the result of a lottery for a winning combination of the second special pattern. The second special pattern is an example of a special pattern. The second special game is an example of a special game. The second special game is an example of a second variable game. The second special game is an example of a variable game. The special symbols include a big win symbol as a big win display result, a small win symbol as a small win display result, and a miss symbol as a miss display result. If a big win is won in the winning lottery for each special symbol, the big win symbol is frozen and displayed in a special game. After that, the big win game is awarded after the special game in which the big win symbol is frozen and displayed is finished. A big win is one example of a win. If a small win is won in the winning lottery for each special symbol, the small win symbol is frozen and displayed in a special game. After that, the small win game is awarded after the special game in which the small win symbol is frozen and displayed is finished. A small win is one example of a win.

[0015] The first reserved display device 19c is a display device that displays information that can identify the first reserved number. The first reserved number is information that indicates the number of first special games whose execution is suspended because the reserved condition is satisfied but the start condition is not yet satisfied. The second reserved display device 19d is a display device that displays information that can identify the second reserved number. The second reserved number is information that indicates the number of second special games whose execution is suspended because the reserved condition is satisfied but the start condition is not yet satisfied. As an example, the upper limit number of each reserved number is 4. Not limited to this, the upper limit number of each reserved number may be 1 to 3, or may be 5 or more. In addition, the upper limit numbers of the first reserved number and the second reserved number may be different.

[0016] The normal pattern display device 19e can execute a normal game. The normal game is executed by variably displaying a predetermined pattern, and then finally displaying a stopped normal pattern. The normal pattern is a pattern for notifying the result of a normal pattern winning lottery. There are normal winning patterns and normal losing patterns in the normal pattern winning lottery. If the normal pattern winning lottery is won, the normal winning pattern is stopped and displayed in the normal pattern variable game. After that, a normal winning game is awarded after the end of the normal game in which the normal winning pattern is stopped and displayed. The normal game is an example of a first variable game. The normal game is an example of a variable game.

[0017] The pachinko game machine 10 may include a normal reservation display device, a right-hit display device, and a round display device. As an example, the normal reservation display device is a display device that displays information that can specify the normal reservation number. The normal reservation number is information that indicates the number of normal games whose execution is reserved because the reservation condition has been met but the start condition has not yet been met. As an example, the right-hit display device is a display device that displays information instructing a right hit. Right hitting is to shoot a game ball with a stronger shooting intensity so that the game ball flows down the area of ​​the game area YBa to the right of the display window YBb (hereinafter referred to as the right area). It should be noted that shooting a game ball with a weaker shooting intensity so that the game ball flows down the area of ​​the game area YBa to the left of the display window YBb (hereinafter referred to as the left area) is called a left hit. As an example, the round display device is a display device that notifies the maximum number of round games that constitute a jackpot game.

[0018] The pachinko game machine 10 includes a first performance display device EH1 and a second performance display device EH2. The first performance display device EH1 has a display area R1. The second performance display device EH2 has a display area R2. The display area R1 and the display area R2 are areas capable of displaying images as information. The first performance display device EH1 is attached to the game board YB so that the display area R1 can be seen through the display window YBb. The second performance display device EH2 is attached to the game board YB so that the display area R2 can be seen through the display window YBb. As an example, the first performance display device EH1 and the second performance display device EH2 are liquid crystal devices. The first performance display device EH1 and the second performance display device EH2 are capable of executing display performance. The display performance is a performance in which a predetermined object is displayed as an image. For example, the predetermined object is a performance pattern, a character, a landscape, a letter, a number, a symbol, or the like. The first performance display device EH1 and the second performance display device EH2 are capable of executing a display notification. The display notification is a notification that displays a predetermined object as an image.

[0019] The first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA are each a performance device capable of executing a performance. The first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA form a performance device group ES consisting of a plurality of performance devices. In other words, the performance device group ES includes the first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA. Each of the performance device groups ES is an example of a performance execution unit that executes a performance. The first performance display device EH1 is an example of a first performance execution unit. The second performance display device EH2 is an example of a second performance execution unit. The first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA are each an alarm device capable of executing an alarm. The first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA form an alarm device group consisting of a plurality of alarm devices. In other words, the rendering device group ES can be said to be an annunciation device group. The rendering device group ES is an example of an annunciation section that executes an annunciation.

[0020] As an example, the display effects in the first effect display device EH1 and the second effect display device EH2 include an effect game. The effect game is a variation game of effect patterns using multiple rows of effect patterns. In the effect game, after multiple rows of effect patterns are variably displayed, a combination of effect patterns (hereinafter referred to as a pattern combination) is finally displayed. The effect game is started together with the special game. The effect game is ended together with the special game. In the effect game, a pattern combination corresponding to the special pattern displayed in the special game is displayed in a static manner. When a jackpot pattern is displayed in a static manner in the special game, the jackpot pattern combination is displayed in a static manner in the effect game. When a losing pattern is displayed in a special game, the losing pattern combination is displayed in a static manner in the effect game.

[0021] As an example, the performance symbols are symbols (images) decorated with characters, patterns, etc., and are symbols for diversifying the display performance. The performance symbols are so-called decorative symbols. As an example, the performance game is performed by variably displaying the performance symbols of the left pattern row, the middle pattern row, and the right pattern row in a predetermined direction. The performance game may include a reach performance. The reach performance is a performance that forms a reach and finally stops and displays a predetermined pattern combination. For example, a reach is a state in which the same performance symbols are temporarily stopped and displayed in the left and right pattern rows among the performance symbols, and the performance symbols in the middle pattern row among the performance symbols continue to be variably displayed. There are normal reach performance and super reach performance. In the following description, the normal reach performance may be referred to as NR performance, and the super reach performance may be referred to as SR performance. The SR performance is a performance with a higher expectation of a jackpot than the NR performance. As an example, the SR performance is executed via the NR performance.

[0022] A plurality of winning holes are formed in the game area YBa. The winning holes are ball entry holes through which game balls flowing down the game area YBa can enter. The winning holes are ball entry holes through which the conditions for awarding prize balls are met by the entry of game balls. The winning holes include at least a first start hole 12, a second start hole 13, a first large prize hole 14, and a second large prize hole 15. The first start hole 12 is a winning hole through which game balls enter when the conditions for awarding prize balls and the conditions for starting the first special game are met. The first start hole 12 is located below the first performance display device EH1, and is always open so that game balls can enter. The game board YB is provided with a first start sensor SE1 (see FIG. 3). The first start sensor SE1 is a sensor that detects game balls that enter the first start hole 12.

[0023] The second starting hole 13 is a winning hole through which the game ball enters when the conditions for awarding the prize ball and the conditions for starting the second special game are satisfied. The second starting hole 13 is located to the right of the first starting hole 12. The second starting hole 13 is provided with a normal opening and closing piece 13a, which is, for example, door-shaped. The second starting hole 13 is closed so that the game ball does not enter or is difficult to enter when a normal winning game is not awarded. The second starting hole 13 is opened so that the game ball enters or is easy to enter when a normal winning game is awarded. The game board YB is provided with a normal actuator AC1 as a member for operating the normal opening and closing piece 13a (see FIG. 3). As an example, the normal actuator AC1 is a solenoid. The game board YB is provided with a second starting sensor SE2 (see FIG. 3). The second starting sensor SE2 detects the game ball that has entered the second starting hole 13. The second starting hole 13 is a so-called “normal electric device.” The second starting hole 13 is an example of a second ball entry hole.

[0024] The first large prize opening 14 is an opening through which the game ball enters when the conditions for awarding the prize ball are met. The first large prize opening 14 is located at the lower right of the first performance display device EH1. The first large prize opening 14 is provided with a first special opening / closing piece 14a, which is, for example, door-shaped. The first large prize opening 14 is closed so that the game ball does not enter when the big win game is not awarded. The first large prize opening 14 is opened so that the game ball enters or can enter easily when the big win game is awarded. The game board YB is provided with a first special actuator AC2 as a member for operating the first special opening / closing piece 14a (see FIG. 3). As an example, the first special actuator AC2 is a solenoid. The game board YB is provided with a first count sensor SE3 (see FIG. 3). The first count sensor SE3 is a sensor that detects a gaming ball that has entered the first big winning opening 14.

[0025] The second large prize opening 15 is an opening through which the game ball enters when the conditions for awarding the prize ball are met. The second large prize opening 15 is located to the right of the first performance display device EH1. The second large prize opening 15 is provided with a second special opening / closing piece 15a, which is, for example, in the form of a door. The second large prize opening 15 is closed so that the game ball does not enter when a small prize is not awarded. The second large prize opening 15 is opened so that the game ball enters or can enter easily when a small prize is awarded. The game board YB is provided with a second special actuator AC3 as a member for operating the second special opening / closing piece 15a (see FIG. 3). The game board YB is provided with a second count sensor SE4 for detecting the game ball that has entered the second large prize opening 15 (see FIG. 3).

[0026] The game board YB is formed with a ball passage (not shown) through which the game ball that has entered the second large winning opening 15 can pass. This ball passage is provided so as to branch into a specific ball passage and a non-specific ball passage at a specific branching section. The game board YB is provided with a distribution shutter that distributes the game ball that has entered the second large winning opening 15 to a specific ball passage or a non-specific ball passage. The distribution shutter is provided at the specific branching section. The distribution shutter operates so as to be able to take a first state in which the game ball that has entered the second large winning opening 15 is distributed to the specific ball passage, and a second state in which the game ball is distributed to the non-specific ball passage. When a predetermined operating condition is established, the distribution shutter operates (controls) in a predetermined operating pattern. The game board YB is provided with a distribution actuator AC4 as a member that operates the distribution shutter (see FIG. 3). The game board YB is equipped with a specific sensor SE5 that detects a game ball passing through a specific area of ​​the specific ball passage (see FIG. 3). In the following description, the specific area of ​​the specific ball passage may be simply referred to as the specific area.

[0027] A gate 17 is disposed in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the first large prize opening 14, and below the second large prize opening 15. The gate 17 has a gate opening 17a that is always open so that game balls can enter. The game board YB is equipped with a gate sensor SE6 (see FIG. 3). The gate sensor SE6 is a sensor that detects game balls that have entered the gate opening 17a. The gate sensor SE6 is a sensor that detects game balls passing through the gate 17. The gate 17 is a ball entrance through which game balls enter when the starting conditions of a normal game are satisfied. The gate 17 is a ball entrance through which the conditions for awarding prize balls are not satisfied even if a game ball enters the gate 17. The gate 17 (gate opening 17a) is an example of a first ball entrance.

[0028] The game area YBa is formed with an outlet 18. The outlet 18 is a ball inlet for collecting (discharging) game balls that have not entered any of the first start hole 12, the second start hole 13, the first big prize hole 14, and the second big prize hole 15 from the game area YBa.

[0029] As described above, in this embodiment, the launch strength of the game ball can be adjusted to hit the game ball to the left and right areas of the game area YBa. In this embodiment, the game ball flowing down the left area may enter the first start hole 12. In other words, when the ball is hit from the left, the ball may enter the first start hole 12. On the other hand, the game ball flowing down the right area may enter the second start hole 13, the first large winning hole 14, the second large winning hole 15, and the gate 17. In other words, when the ball is hit from the right, the ball may enter the second start hole 13, the first large winning hole 14, the second large winning hole 15, and the gate 17.

[0030] Next, the big win game will be described. As an example, in a jackpot game, a jackpot opening performance is executed first. The jackpot opening performance is a performance that allows the start of a jackpot game to be recognized. As an example, the jackpot opening performance is executed for a predetermined jackpot opening time. In a jackpot game, a round game is executed after the jackpot opening time has elapsed. A jackpot game is composed of a plurality of round games. In a round game that constitutes a jackpot game, the first large prize winning hole 14 is opened. One round game ends when a number condition or a time condition is satisfied. As an example, the number condition is satisfied when a predetermined number of game balls enter in one round game. As an example, the time condition is satisfied when a predetermined round time has elapsed. In each round game that constitutes a jackpot game, the first large prize winning hole 14 is opened in a predetermined opening mode (opening pattern). In each round game that constitutes a jackpot game, a round performance is executed. In a jackpot game, when the final round of play ends, a jackpot ending performance is executed. The jackpot ending performance is a performance that allows the end of the jackpot game to be recognized. As an example, the jackpot ending performance is executed for a predetermined jackpot ending time. The jackpot game ends with the passage of the jackpot ending time.

[0031] Next, the small win game will be explained. As an example, in a small win game, a small win opening performance is executed first. The small win opening performance is a performance that allows the start of a small win game to be recognized. As an example, the small win opening performance is executed for a predetermined small win opening time. In a small win game, a round game is executed after the small win opening time has elapsed. A small win game includes one round game. In a round game that constitutes a small win game, the second large winning opening 15 is opened. In a round game that constitutes a small win game, the second large winning opening 15 is opened in a predetermined opening mode (opening pattern). In a round game that constitutes a small win game, a round performance is executed. The small win game ends with the end of one round game.

[0032] In the round game constituting the small win game, the distribution shutter operates. In the round game constituting the small win game, the distribution shutter operates in a predetermined operation mode (operation pattern). In the round game constituting the small win game, when the game ball passes through a specific area in the second large winning opening 15, the big win game according to the type of the small win game starts after the round game ends. As an example, the round game constituting the small win game ends when the passing condition is satisfied in addition to the number condition and the time condition. The passing condition is satisfied when the game ball passes through a specific area in the second large winning opening 15 in the round game constituting the small win game. In other words, in the round game constituting the small win game, when the game ball passes through a specific area in the second large winning opening 15 before either the number condition or the time condition is satisfied, the small win game ends and the big win game according to the type of the small win game starts.

[0033] The functions of the pachinko gaming machine 10 will now be described. The pachinko game machine 10 is provided with a ball entry assistance function. The ball entry assistance function is a function for assisting the entry of a game ball into the second starting hole 13. The pachinko game machine 10 has a low ball entry rate state in which the ball entry assistance function does not operate, and a high ball entry rate state in which the ball entry assistance function operates, as states in which the probability of the game ball entering the second starting hole 13 is different. In the high ball entry rate state, the probability of the game ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of the game ball entering the second starting hole 13 increases. The high ball entry rate state is an advantageous state (easy ball entry state) for the player because it becomes easier for the game ball to enter the second starting hole 13. In the low ball entry rate state, left hitting, which has the possibility of the game ball entering the first starting hole 12, is recommended, and in the high ball entry rate state, right hitting, which has the possibility of the game ball entering the second starting hole 13, is recommended.

[0034] For example, the high ball entry rate state can be realized by performing one of the three ball entry assist controls described below, which are arbitrarily selected, or by performing an arbitrary combination of multiple ball entry assist controls. The first ball entry assist control is a normal symbol variation time shortening control. The normal symbol variation time shortening control is a control that shortens the variation time of the normal game compared to the low ball entry rate state. The second ball entry assist control is a normal symbol probability variation control. The normal symbol probability variation control is a control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than the low ball entry rate state. The third ball entry assist control is a normal winning game opening time extension control. The normal winning game opening time extension control is a control that lengthens the total opening time of the second starting hole 13 in one normal winning game compared to the low ball entry rate state. The opening time extension control for normal winning games may be at least one of the two opening time extension controls described below. The first opening time extension control is a control that increases the number of times the second start port 13 is opened in one normal winning game compared to when the ball entry rate is low. The second opening time extension control is a control that makes the opening time of the second start port 13 in one normal winning game longer than when the ball entry rate is low.

[0035] The high ball entry rate state may be realized by combining the fourth ball entry assist control described below. The fourth ball entry assist 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 entry rate state. When the special symbol fluctuation time shortening control is performed, the high ball entry rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball entry rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state). In this way, the game states in the pachinko game machine 10 include a low ball entry rate state and a high ball entry rate state.

[0036] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back side (rear) of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 executes a predetermined process and outputs a control signal to the sub-board 50. The sub-board 50 executes a predetermined process based on the control signal input from the main board 40.

[0037] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes a main control program to execute processes related to the progress of the game. The main ROM 42 stores the main control program, judgment values ​​used for various judgments and lotteries, tables, and the like.

[0038] The main ROM 42 stores a plurality of types of variation patterns. The variation pattern is information that specifies the variation time from the start to the end of the variation game. The variation pattern is information that specifies the variation content (presentation content) of the variation game. There are a big win variation pattern, a small win variation pattern, and a miss variation pattern. The big win variation pattern is information that specifies the variation content that finally stops and displays a big win pattern combination after a reach performance in a performance game. The small win variation pattern is information that specifies the variation content that finally stops and displays a small win pattern combination after a reach performance in a performance game. The miss variation pattern is information that specifies the variation content that finally stops and displays a miss pattern combination after a reach performance or without a reach performance in a performance game.

[0039] The main RAM 43 stores various information that is rewritten depending on the processing results of the main CPU 41. For example, the information stored in the main RAM 43 is a flag, a counter, a timer, etc. The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be able to generate software random numbers by the random number generation process by the main CPU 41.

[0040] The main board 40 is connected to each of the first start sensor SE1, the second start sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific sensor SE5, and the gate sensor SE6. The main CPU 41 can input each detection signal output by each of the first start sensor SE1, the second start sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific sensor SE5, and the gate sensor SE6 when they detect the game ball. The main board 40 is connected to each of the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e. The main CPU 41 can control the display contents of each of the first special symbol display device 19a, the second special symbol display device 19b, the first reserved display device 19c, the second reserved display device 19d, and the normal symbol display device 19e separately. The main board 40 is connected to each of the normal actuator AC1, the first special actuator AC2, the second special actuator AC3, and the sorting actuator AC4. The main CPU 41 can control the opening mode of the second start opening 13 by controlling the operation of the normal actuator AC1. The main CPU 41 can control the opening mode of the first large prize opening 14 by controlling the operation of the first special actuator AC2. The main CPU 41 can control the opening mode of the second large prize opening 15 by controlling the operation of the second special actuator AC3. The main CPU 41 can control the opening mode of the sorting shutter by controlling the operation of the sorting actuator AC4.

[0041] Next, the sub-substrate 50 will be described. The sub-substrate 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to notifications and performances. The sub-ROM 52 stores the sub-control program and a judgment value used in a predetermined lottery. The sub-ROM 52 stores display data used for display performances and display notifications, light emission data used for light emission performances and light emission notifications, and sound data used for sound performances and sound notifications. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 includes a flag, a counter, and a timer. The sub-substrate 50 is configured to be able to generate software random numbers by random number generation processing by the sub-CPU 51. The sub-substrate 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers by the random number generation circuit.

[0042] The sub-substrate 50 is connected to each of the first performance display device EH1 and the second performance display device EH2. The sub-CPU 51 can control each of the display contents in the display area R1 of the first performance display device EH1 and the display contents in the display area R2 of the second performance display device EH2. The sub-substrate 50 is connected to a speaker SP. The sub-CPU 51 can control the output contents of the speaker SP. The sub-substrate 50 is connected to a decorative lamp LA. The sub-CPU 51 can control the light emission mode of the decorative lamp LA.

[0043] Next, various processes performed by the main CPU 41 will be described. First, a timer interrupt process that is performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.

[0044] The special symbol input process will be described. In the special symbol input process, the main CPU 41 judges whether or not the gaming ball has entered the first start hole 12 based on whether or not a detection signal has been input from the first start sensor SE1. When the gaming ball has entered the first start hole 12, the main CPU 41 judges whether or not the first reserved number stored in the main RAM 43 is less than the upper limit number. When the first reserved number is less than the upper limit number, the main CPU 41 updates the first reserved number by adding 1.

[0045] After updating the first reserved number by adding 1, the main CPU 41 controls the first reserved display device 19c to display information that can identify the updated first reserved number. The main CPU 41 stores a control command that can identify the first reserved number after the increment (hereinafter referred to as a first reserved number command) in an output buffer. As an example, the control command stored in the output buffer is output to the sub-board 50 when an output condition is satisfied. As an example, one control command is output to the sub-board 50 each time the output condition is satisfied. As an example, the output condition is satisfied every predetermined control period (e.g., 16 ms).

[0046] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, winning symbol random numbers used to determine winning symbols, and variation pattern random numbers used to determine variation patterns. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko game machine 10 can suspend the execution of the first special game until the start condition of the first special game is established.

[0047] When the main CPU 41 stores random number information for the first special game in the main RAM 43, if the game ball has not entered the first start hole 12 and if the first reserved number is not less than the upper limit number, the main CPU 41 determines whether the game ball has entered the second start hole 13 based on whether a detection signal has been input from the second start sensor SE2. If the game ball has entered the second start hole 13, the main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit number. If the second reserved number is less than the upper limit number, the main CPU 41 updates the second reserved number by adding 1.

[0048] After updating the second reserved number by adding 1, the main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 stores a control command that can identify the second reserved number after the addition (hereinafter, referred to as the second reserved number command) in the output buffer. The reservation condition for the second special game can be met when the second reserved number is less than the upper limit number and a game ball is detected by the second start sensor SE2.

[0049] Next, the main CPU 41 acquires the random numbers generated in the main board 40. The main CPU 41 stores random number information based on the acquired random number in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main RAM 43, the pachinko game machine 10 can suspend the execution of the second special game until the start condition of the second special game is satisfied. When the random number information for the second special game is stored in the main RAM 43, if the game ball has not entered the second start hole 13 and if the second reserved number is not less than the upper limit number, the main CPU 41 ends the special symbol input process.

[0050] Next, the special symbol start process will be described. The main CPU 41 judges whether the start condition of the special game is satisfied. The main CPU 41 judges positively when neither the jackpot game nor the special game is being played, and judges negatively when the jackpot game or the special game is being played. If the start condition of the special game is not satisfied, the main CPU 41 ends the special symbol start process. If the start condition of the special game is satisfied, the main CPU 41 judges whether the second reserved number is greater than zero.

[0051] If the second reserved number is greater than zero, the main CPU41 performs a process to execute the second special game. Specifically, the main CPU41 updates the second reserved number by subtracting 1. The main CPU41 controls the second reserved display device 19d to display information that can identify the second reserved number after subtraction. The main CPU41 stores a second reserved number command that can identify the second reserved number after subtraction in the output buffer. Next, the main CPU41 acquires the random number information stored first among the random number information for the second special game from the main RAM43. The main CPU41 uses the winning random number identified from the acquired random number information to perform a winning lottery (winning lottery for the second special symbol) to determine whether or not a jackpot is won. The main CPU41 performs a winning lottery to determine whether or not a jackpot is won with a predetermined jackpot probability.

[0052] As shown in FIG. 4, as an example, the jackpot probability is 205 / 65536 (approximately 1 / 320). When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 determines a jackpot symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines a jackpot symbol by lottery using a winning symbol random number that can be specified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from among a plurality of jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU 41 ends the special symbol start process.

[0053] If the big win is not won, the main CPU 41 uses the winning random number to perform a winning lottery (winning lottery for the second special symbol) to determine whether or not a small win will be won. The main CPU 41 performs a winning lottery to determine whether or not a small win will be won with a predetermined small win probability. As an example, the small win probability in the winning lottery for the second special symbol is 32563 / 65536 (approximately 159 / 320). In other words, as an example, the probability of winning a big win or a small win in the winning lottery for the second special symbol is 1 / 2.

[0054] When a small win is won, the main CPU 41 performs a small win variation process. In the small win variation process, the main CPU 41 determines a small win symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines a small win symbol by a small win symbol lottery using a winning symbol random number that can be specified from the random number information. Next, the main CPU 41 determines one small win variation pattern from among a plurality of small win variation patterns. As an example, the main CPU 41 determines one small win variation pattern by a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU 41 ends the special symbol start process.

[0055] If the small win is not won (if the winning lottery is not won), the main CPU41 performs a loss variation process. In the loss variation process, the main CPU41 determines a loss symbol to be stopped and displayed in the second special game. As an example, the main CPU41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the second special game. Next, the main CPU41 determines one loss variation pattern from a plurality of loss variation patterns. As an example, the main CPU41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU41 ends the special symbol start process.

[0056] When the second reserved number is zero, the main CPU 41 judges whether or not the first reserved number is greater than zero. When the first special reserved number is zero, the main CPU 41 determines whether or not to store a standby command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can specify whether or not a standby command has been output. The standby command is a control command that can specify that control has been made to a standby state. The standby state is a state in which a variable game is not being executed and a jackpot game is not being executed.

[0057] As an example, when the main CPU 41 determines from the output information of the main RAM 43 that the standby command has been output, it ends the special symbol start process without storing the standby command in the output buffer. As an example, when the main CPU 41 determines from the output information of the main RAM 43 that the standby command has not been output, it stores the standby command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that the standby command has been output. After that, the main CPU 41 ends the special symbol start process.

[0058] If the first reserved number is greater than zero, the main CPU 41 performs a process to execute the first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that can identify the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that can identify the first reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information stored first from the random number information for the first special game from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a winning lottery (winning lottery for the first special symbol) to determine whether or not a jackpot is won. The main CPU 41 performs a jackpot lottery with a predetermined jackpot probability. The jackpot probability in the winning lottery for the first special symbol is the same as the jackpot probability in the winning lottery for the second special symbol (approximately 1 / 320).

[0059] When a jackpot is won, the main CPU 41 performs a jackpot variation process. In the jackpot variation process, the main CPU 41 determines a jackpot symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines a jackpot symbol by lottery using a winning symbol random number that can be specified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from among a plurality of jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU 41 ends the special symbol start process.

[0060] If the big win is not won, the main CPU 41 performs a miss variation process. In other words, the small win is not won in the winning lottery of the first special symbol. It can be said that the probability of a small win in the winning lottery of the first special symbol is zero. It can also be said that the winning lottery of the first special symbol does not include the small win lottery.

[0061] In the failure variation process, the main CPU 41 determines a failure symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines a predetermined failure symbol as a failure symbol to be stopped and displayed in the first special game. Next, the main CPU 41 determines one failure variation pattern from a plurality of failure variation patterns. As an example, the main CPU 41 determines one failure variation pattern by a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU 41 ends the special symbol start process. In the big win variation process and the failure variation process, the main CPU 41 stores a special variation start command in the output buffer. The special variation start command is a control command that can specify the variation pattern determined in each variation process and the start of the variation game. As an example, the special variation start command is a control command that can specify the special symbol (big win symbol or failure symbol) determined in each variation process. As an example, the special variation start command is a control command that is different when the variation process of the first special game is executed and when the variation process of the second special game is executed. In other words, the special variation start command is a control command that can specify whether the first special game or the second special game is to be started. In the big win variation process and the loss variation process, the main CPU 41 updates the output information of the main RAM 43 so that it can be specified that the standby command has not been output.

[0062] When the special symbol start process is completed, the main CPU 41 executes the first special game or the second special game by a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter, referred to as a variable end command) capable of specifying the end of the variable game in the output buffer.

[0063] When the main CPU 41 executes the second special game, it controls the second special symbol display device 19b to start displaying a predetermined symbol. The main CPU 41 measures the change time determined in the change pattern. When the change time determined in the change pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the change time determined in the change pattern has elapsed, the main CPU 41 stores a change end command in the output buffer. In this way, the pachinko game machine 10 can execute the first special game when a game ball enters the first start hole 12. Also, the pachinko game machine 10 can execute the second special game when a game ball enters the second start hole 13.

[0064] The small win game processing will be explained. The small win game process is a process for awarding a small win game. When the main CPU 41 stops and displays a small win symbol in a special game, the main CPU 41 executes the small win game process after the special game ends. The main CPU 41 specifies the type of small win game based on the small win symbol (i.e., the type of small win) determined in the special symbol start process. The main CPU 41 awards the specified type of small win game.

[0065] As shown in FIG. 5, for example, the small win game includes a first small win game, a second small win game, and a third small win game. The first small win game is a small win game based on the first small win pattern Za. The second small win game is a small win game based on the second small win pattern Zb, which is different from the first small win pattern Za. The third small win game is a small win game based on the first small win pattern Za and the third small win pattern Zc, which is different from the second small win pattern Zb. The first small win pattern Za, the second small win pattern Zb, and the third small win pattern Zc are the small win patterns of the second special pattern determined in the small win pattern lottery when a small win is won in the winning lottery of the second special pattern.

[0066] In the small win game processing, the main CPU41 stores a control command (hereinafter, referred to as a small win opening command) capable of identifying the start of the small win opening time in the output buffer. The small win opening command is a control command that instructs the execution of a small win opening performance. As an example, the small win opening command may include information capable of identifying the type of small win game. When the small win opening time has elapsed, the main CPU41 performs processing for executing a round game constituting the small win game. As an example, the main CPU41 opens the second large winning opening 15 by controlling the second special actuator AC3 using the opening control data for the identified small win game. In addition, the main CPU41 operates the distribution shutter in the second large winning opening 15 by controlling the distribution actuator AC4 using the distribution control data for the identified small win game. The round game constituting the small win game has a number condition, a time condition, and a passing condition as the end condition. As an example, in the round game constituting the small win game, the number condition is set to be that 10 game balls enter the second large winning port 15. As an example, in the round game constituting the small win game, the time condition is set to be that 1.7 seconds elapse. As an example, in the round game constituting the small win game, the passing condition is set to be that the game ball passes through a specific area in the round game. When starting the round game constituting the small win game, the main CPU 41 stores a control command (hereinafter, referred to as a small win round command) capable of identifying the start of the round game of the small win in the output buffer. When one round game ends, the main CPU 41 stores a control command (hereinafter, referred to as a small win ending command) capable of identifying the end of the small win game in the output buffer.

[0067] The jackpot game processing will now be described. The jackpot game processing is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, the main CPU 41 executes the jackpot game processing after the special game ends. In this case, the main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. In addition, when the main CPU 41 ends the round game constituting the small jackpot game in the small jackpot game processing because the passing condition is established, the main CPU 41 executes the jackpot game processing after the small jackpot game processing ends. In this case, the main CPU 41 specifies (determines) the type of jackpot game based on the type of the immediately preceding small jackpot game. The main CPU 41 awards the specified type of jackpot game.

[0068] As shown in FIG. 6, for example, the jackpot game includes a first jackpot game, a second jackpot game, a third jackpot game, a fourth jackpot game, and a fifth jackpot game. The first jackpot game is a jackpot game based on the first jackpot pattern ZA. The second jackpot game is a jackpot game based on the second jackpot pattern ZB, which is different from the first jackpot pattern ZA. The third jackpot game is a jackpot game that is awarded when the round game constituting the first small jackpot game ends due to the establishment of the passing condition. In other words, the third jackpot game is a jackpot game based on the first small jackpot game (small jackpot game based on the first small jackpot pattern Za). The fourth jackpot game is a jackpot game that is awarded when the round game constituting the second small jackpot game ends due to the establishment of the passing condition. In other words, the fourth jackpot game is a jackpot game based on the second small jackpot game (small jackpot game based on the second small jackpot pattern Zb). The fifth jackpot game is a jackpot game that is awarded when the round game constituting the third small jackpot game ends due to the establishment of the passing condition. The fifth jackpot game is a jackpot game based on the third small jackpot game (small jackpot game based on the third small jackpot pattern Zc). The first jackpot pattern ZA is the jackpot pattern of the first special pattern determined in the jackpot pattern lottery when a jackpot is won in the jackpot lottery for the first special pattern. The second jackpot pattern ZB is the jackpot pattern of the second special pattern determined in the jackpot pattern lottery when a jackpot is won in the jackpot lottery for the second special pattern.

[0069] In the jackpot game processing, the main CPU41 stores a control command (hereinafter, referred to as a jackpot opening command) capable of specifying the start of the jackpot opening time in the output buffer. The jackpot opening command is a control command that instructs the execution of a jackpot opening performance. As an example, the jackpot opening command may include information capable of specifying the type of jackpot game. When the jackpot opening time has elapsed, the main CPU41 performs processing for executing a round game that constitutes a jackpot. As an example, the main CPU41 opens the first large prize winning port 14 by controlling the first special actuator AC2 using the specified opening control data for the jackpot game. The main CPU41 performs such processing for executing a round game until the number of round games set for the jackpot game is completed. As an example, 10 round games (10R) are set for both the first jackpot game and the second jackpot game. The third jackpot game, the fourth jackpot game, and the fifth jackpot game are all set to nine rounds (9R). As described above, the third jackpot game, the fourth jackpot game, and the fifth jackpot game are jackpot games that go through a small jackpot game. The small jackpot game includes one round. In other words, the third jackpot game, the fourth jackpot game, and the fifth jackpot game are essentially set to ten rounds (10R). A number condition and a time condition are set as end conditions for each round game that constitutes a jackpot game. As an example, a number condition is set for each round game that constitutes a jackpot game, that 10 game balls enter the first big prize winning hole 14. As an example, a time condition is set for each round game that constitutes a jackpot game, that 29 seconds elapse.

[0070] The main CPU41 stores a control command (hereinafter referred to as a jackpot round command) capable of identifying the start of a jackpot round game in the output buffer each time a round game constituting a jackpot game is started. When the final round game constituting a jackpot game ends, the main CPU41 stores a control command (hereinafter referred to as a jackpot ending start command) capable of identifying the start of a jackpot ending time in the output buffer. When the jackpot ending time has elapsed, the main CPU41 ends the jackpot game. The main CPU41 stores a control command (hereinafter referred to as a jackpot ending end command) capable of identifying the elapse of the jackpot ending time in the output buffer.

[0071] The normal symbol input process will be described. The normal symbol input process is an example of a timer interrupt process. In the normal symbol input process, the main CPU 41 judges whether or not a gaming ball has entered the gate 17 based on whether or not a detection signal has been input from the gate sensor SE6. When the gaming ball has entered the gate 17, the main CPU 41 judges whether or not the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number of normal reserved numbers is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.

[0072] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery for determining winning normal symbols, and winning symbol random numbers used in determining normal symbols. The main CPU 41 stores the random number information so that the storage order of the random number information can be specified.

[0073] Next, the normal symbol start process will be described. The normal symbol start process is an example of a timer interrupt process. In the normal symbol start process, the main CPU 41 judges whether or not the start condition of the normal game is met. The main CPU 41 judges positively when neither the normal win game nor the normal game is being played, and judges negatively when the normal win game is being played or the normal game is being played. If the start condition of the normal game is not met, the main CPU 41 ends the normal symbol start process. If the start condition of the normal game is met, the main CPU 41 judges whether or not the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start process.

[0074] If the normal reserved number is greater than zero, the main CPU41 performs processing to execute a normal game. Specifically, the main CPU41 updates the normal reserved number by subtracting 1. The main CPU41 acquires the random number information stored first among the random number information for the normal game from the main RAM43. The main CPU41 performs a normal winning lottery to determine whether or not a normal winning is won, using a winning random number specified from the acquired random number information. The main CPU41 performs a normal winning lottery with a normal winning probability according to the current ball entry rate state.

[0075] As shown in FIG. 7, as an example, the probability of a normal win in a high ball entry rate state is 1 / 2. As an example, the probability of a normal win in a low ball entry rate state is zero or nearly zero. When a normal win is won, the main CPU41 performs a normal win variation process. In the normal win variation process, the main CPU41 uses a normal win pattern random number that can be specified from the random number information to draw a normal win pattern and determines the normal win pattern to be stopped and displayed in the normal game. When a normal win is not won, the main CPU41 performs a normal loss variation process. In the normal loss variation process, the main CPU41 determines the normal loss pattern to be stopped and displayed in the normal game.

[0076] The main CPU 41 determines a variation pattern from among a plurality of normal variation patterns according to the winning rate state. As an example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern that sets a longer variation time than when the current winning rate state is a high winning rate state. Note that there may be a plurality of variation patterns that can be determined in each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a variation pattern determination lottery for the normal game and determine a variation pattern from among a plurality of normal variation patterns. Next, the main CPU 41 stores a normal variation start command in the output buffer. The normal variation start command is a control command that can specify the determined normal variation pattern and the start of the normal game. As an example, the normal variation start command is a control command that can specify the determined normal pattern (normal winning pattern or normal losing pattern). After storing the normal variation start command in the output buffer, the main CPU 41 ends the normal pattern start process.

[0077] When the normal symbol start process is completed, the main CPU 41 executes a normal game by a process separate from the normal symbol start process. When executing a normal game, the main CPU 41 controls the normal symbol display device 19e to start a variable display of a predetermined symbol. The main CPU 41 measures a variable time set in a variable pattern. When the variable time set in a variable pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process. In this way, the pachinko game machine 10 can execute a normal game when a game ball enters the gate 17 (gate opening 17a).

[0078] The normal winning game process will now be described. The normal winning game process is a process for awarding a normal winning game. When the main CPU 41 stops and displays a normal winning symbol in a normal game, the main CPU 41 executes the normal winning game process after the end of the normal game. The main CPU 41 opens the second start port 13 by controlling the normal actuator AC1 using the opening control data corresponding to the normal winning symbol determined in the normal symbol start process. This awards a normal winning game. The normal winning game ends when a number condition or a time condition is satisfied. As an example, the number condition of the normal winning game is satisfied when a predetermined number of game balls enter in the normal winning game. As an example, the specified number of balls in the normal winning game is one. As an example, the time condition of the normal winning game is satisfied when a predetermined normal winning game time has elapsed. As an example, the normal winning game time is 5.7 seconds.

[0079] An example of a fluctuation pattern of the second special game in a state where the winning percentage is high will be described. As shown in FIG. 8, the fluctuation patterns of the second special game that may be determined when the ball entry rate is high include a fluctuation pattern H01, a fluctuation pattern H02, a fluctuation pattern H03, and a fluctuation pattern H04. The fluctuation patterns H01 and H03 are miss fluctuation patterns. The fluctuation patterns H02 and H04 are hit fluctuation patterns (big hit or small hit fluctuation patterns). The fluctuation patterns H01 and H02 are fluctuation patterns with shorter fluctuation times than the fluctuation patterns H03 and H04. As an example, the fluctuation pattern H01 may be a fluctuation pattern with the same fluctuation time as the fluctuation pattern H02, a fluctuation pattern with a shorter fluctuation time than the fluctuation pattern H02, or a fluctuation pattern with a longer fluctuation time than the fluctuation pattern H02. As an example, the fluctuation pattern H03 may be a fluctuation pattern with the same fluctuation time as the fluctuation pattern H04, a fluctuation pattern with a shorter fluctuation time than the fluctuation pattern H04, or a fluctuation pattern with a longer fluctuation time than the fluctuation pattern H04.

[0080] An example of a fluctuation pattern in a normal game in a state where the ball-winning rate is high will be described. As shown in FIG. 9, the fluctuation patterns of the normal game that can be determined when the ball is in a high ball entry rate state include fluctuation patterns H11, H12, H13, and H14. The fluctuation patterns H11 and H13 are loss fluctuation patterns. The fluctuation patterns H12 and H14 are winning fluctuation patterns (normal winning fluctuation patterns). The fluctuation patterns H11 and H12 are fluctuation patterns that can be determined in the first normal game after being controlled to the high ball entry rate state. The fluctuation patterns H13 and H14 are fluctuation patterns that can be determined in the second or subsequent normal games after being controlled to the high ball entry rate state. The fluctuation patterns H11 and H12 are fluctuation patterns with longer fluctuation times than the fluctuation patterns H13 and H14. As an example, the fluctuation pattern H11 may be a fluctuation pattern having the same fluctuation time as the fluctuation pattern H12, a fluctuation pattern having a shorter fluctuation time than the fluctuation pattern H12, or a fluctuation pattern having a longer fluctuation time than the fluctuation pattern H12. As an example, the fluctuation pattern H13 may be a fluctuation pattern having the same fluctuation time as the fluctuation pattern H14, a fluctuation pattern having a shorter fluctuation time than the fluctuation pattern H14, or a fluctuation pattern having a longer fluctuation time than the fluctuation pattern H14.

[0081] As an example, the fluctuation pattern H11 and the fluctuation pattern H12 are longer fluctuation patterns than the fluctuation pattern H01 and the fluctuation pattern H02. As an example, the fluctuation pattern H03 and the fluctuation pattern H04 are longer fluctuation patterns than the fluctuation pattern H11 and the fluctuation pattern H12. As an example, the fluctuation pattern H03 and the fluctuation pattern H04 are longer fluctuation patterns than the sum of the fluctuation time of the fluctuation pattern H11 and the time three times the fluctuation time of the fluctuation pattern H13. As an example, the fluctuation pattern H03 and the fluctuation pattern H04 are longer fluctuation patterns than the sum of the fluctuation time of the fluctuation pattern H12, the time three times the fluctuation time of the fluctuation pattern H14, and the time four times the normal winning game time. As an example, the fluctuation pattern H03 and the fluctuation pattern H04 are longer fluctuation patterns than the sum of the fluctuation time of the fluctuation pattern H11, the time three times the fluctuation time of the fluctuation pattern H14, and the time three times the normal winning game time. As an example, the variation pattern H03 and the variation pattern H04 are variation patterns whose variation time is longer than the sum of the variation time of the variation pattern H12, the three times the variation time of the variation pattern H13, and the normal winning game time. In other words, the variation pattern H03 and the variation pattern H04 are variation patterns whose variation time is longer than the time until all of the second specified number of normal games are executed.

[0082] The following describes the goal scoring rate transition process for transitioning the goal scoring rate state. The scoring rate transition process includes a high scoring rate transition process for transitioning to a high scoring rate state, and a low scoring rate transition process for transitioning to a low scoring rate state.

[0083] First, the high ball scoring rate transition process will be described. When the first jackpot game, the second jackpot game, the third jackpot game, the fourth jackpot game, or the fifth jackpot game is completed, the main CPU 41 executes a high ball entry rate transition process. In the high ball entry rate transition process, the main CPU 41 sets an operation flag in the main RAM 43. That is, when the first jackpot game, the second jackpot game, the third jackpot game, the fourth jackpot game, or the fifth jackpot game is completed, the main CPU 41 controls the state to a high ball entry rate state. Next, the main CPU 41 stores a first specified number of times according to the type of the completed jackpot game in the main RAM 43 as an initial value of a first execution counter. The first specified number of times is the number of special games (second special games) that can be executed until the high ball entry rate state is completed. In addition, the main CPU 41 stores a second specified number of times according to the type of the completed jackpot game in the main RAM 43 as an initial value of a second execution counter. The second specified number of times is the number of normal games that can be executed until the high ball winning rate state ends. After that, the main CPU 41 ends the high ball winning rate transition process.

[0084] As shown in Fig. 10, for example, the first specified number of times is set to one for the first jackpot game, the second jackpot game, the third jackpot game, the fourth jackpot game, and the fifth jackpot game. In other words, the number of times that the special game (second special game) can be executed until the high ball entry rate state ends after the first jackpot game, the second jackpot game, the third jackpot game, the fourth jackpot game, and the fifth jackpot game is all one.

[0085] As an example, the first jackpot game is set to 100 times as the second specified number of times. In other words, the number of normal games that can be executed after the end of the first jackpot game and before the high ball entry rate state ends is 100 times. As an example, the second jackpot game is set to 4 times as the second specified number of times. In other words, the number of normal games that can be executed after the end of the second jackpot game and before the high ball entry rate state ends is 4 times. As an example, the third jackpot game is set to 3 times as the second specified number of times. In other words, the number of normal games that can be executed after the end of the third jackpot game and before the high ball entry rate state ends is 3 times. As an example, the fourth jackpot game is set to 2 times as the second specified number of times. In other words, the number of normal games that can be executed after the end of the fourth jackpot game and before the high ball entry rate state ends is 2 times. As an example, the fifth jackpot game is set to 1 time as the second specified number of times. In other words, after the fifth big win game ends, the number of normal games that can be played until the high winning rate state ends is one.

[0086] The low ball scoring rate transition process will be described. The low ball entry rate transition process includes a first low ball entry rate transition process, a second low ball entry rate transition process, a third low ball entry rate transition process, and a fourth low ball entry rate transition process. The first low ball entry rate transition process is a low ball entry rate transition process at the start of a big win game. The main CPU 41 executes the first low ball entry rate transition process when starting a big win game. In the first low ball entry rate transition process, the main CPU 41 judges whether the ball entry rate state is high. As an example, the main CPU 41 judges that the ball entry rate state is high when an operation flag is set in the main RAM 43. If the ball entry rate state is not high, the main CPU 41 ends the first low ball entry rate transition process. If the ball entry rate state is high, the main CPU 41 ends the high ball entry rate state because the transition condition from the high ball entry rate state is met, and controls to the low ball entry rate state. As an example, the main CPU 41 erases (clears) the operation flag in the main RAM 43. Thereafter, the main CPU 41 ends the first low ball entry rate transition process.

[0087] The second low ball entry rate transition process is a low ball entry rate transition process at the end of the special game (second special game). When the special game (second special game) is ended, the main CPU 41 executes the second low ball entry rate transition process.

[0088] As shown in FIG. 11, in the second low-goal-entry rate transition process, the main CPU 41 judges whether the state is a high-goal-entry rate state (step S01). If the state is not a high-goal-entry rate state (step S01: NO), the main CPU 41 ends the second low-goal-entry rate transition process. If the state is a high-goal-entry rate state (step S01: YES), the main CPU 41 judges whether the transition condition is met (step S02). As an example, the main CPU 41 updates the value of the first execution counter stored in the main RAM 43 by subtracting 1, and judges that the transition condition is met when the first execution counter after the update is zero. If the transition condition is not met (step S02: NO), the main CPU 41 ends the second low-goal-entry rate transition process. Note that if the first specified number of times is only 1, the main CPU 41 does not judge that the transition condition is not met in the process of step S02. For this reason, if the first specified number of times is only 1, the main CPU 41 may omit the process of step S02 (determining whether the transition condition is met) and may execute the processes of steps S03 and after assuming that the transition condition is met. If the transition condition is met (step S02: YES), the main CPU 41 ends the high ball scoring rate state because the transition condition from the high ball scoring rate state has been met, and controls the state to a low ball scoring rate state (step S03). After that, the main CPU 41 ends the second low ball scoring rate transition process.

[0089] The third low ball entry rate transition process is a low ball entry rate transition process at the end of a normal game. When the normal game ends, the main CPU 41 executes the third low ball entry rate transition process. As shown in FIG. 12, in the third low-ball-entry rate transition process, the main CPU41 judges whether or not the state is a high-ball-entry rate state (step S11). If the state is not a high-ball-entry rate state (step S11: NO), the main CPU41 ends the third low-ball-entry rate transition process. If the state is a high-ball-entry rate state (step S11: YES), the main CPU41 judges whether or not the completed regular game is a losing regular game (step S12). If the completed regular game is not a losing regular game (it is a winning regular game) (step S12: NO), the main CPU41 ends the third low-ball-entry rate transition process.

[0090] If the finished normal game is a losing normal game (step S12: YES), the main CPU41 judges whether the transition condition is met (step S13). As an example, the main CPU41 updates the value of the second execution counter stored in the main RAM43 by subtracting 1, and judges that the transition condition is met when the updated second execution counter is zero. If the transition condition is not met (step S13: NO), the main CPU41 ends the third low ball entry rate transition process. If the transition condition is met (step S13: YES), the main CPU41 ends the high ball entry rate state because the transition condition from the high ball entry rate state has been met, and controls to the low ball entry rate state (step S14). After that, the main CPU41 ends the third low ball entry rate transition process.

[0091] The fourth low winning rate transition process is a low winning rate transition process at the end of a normal winning game. When the normal winning game ends, the main CPU 41 executes the fourth low winning rate transition process. As shown in FIG. 13, in the fourth low-entry rate transition process, the main CPU 41 judges whether the state is a high-entry rate state (step S21). If the state is not a high-entry rate state (step S21: NO), the main CPU 41 ends the fourth low-entry rate transition process. If the state is a high-entry rate state (step S21: YES), the main CPU 41 judges whether the transition condition is met (step S22). As an example, the main CPU 41 updates the value of the second execution counter stored in the main RAM 43 by subtracting 1, and judges that the transition condition is met when the updated second execution counter is zero. If the transition condition is not met (step S22: NO), the main CPU 41 ends the fourth low-entry rate transition process. If the transition condition is met (step S22: YES), the main CPU 41 ends the high-entry rate state because the transition condition from the high-entry rate state has been met, and controls to the low-entry rate state (step S23). Thereafter, the main CPU 41 ends the fourth low ball entry rate transition process.

[0092] In this way, the transition condition from the high ball entry rate state may be established when the normal game is executed or when the special game (second special game) is executed. Here, when the special game (second special game) ends, the transition condition may be established regardless of its type. On the other hand, when the normal game ends, if the normal game is a losing normal game, the transition condition may be established. If the normal game is a winning normal game, the transition condition may be established when the normal winning game that is awarded after the end of the normal game ends. Then, the high ball entry rate state ends when the transition condition is established. As a result, the high ball entry rate state controlled after the end of the first jackpot game ends when one special game or 100 normal games are executed. Also, the high ball entry rate state controlled after the end of the second jackpot game ends when one special game or four normal games are executed. Also, the high ball entry rate state controlled after the end of the third jackpot game ends when one special game or three normal games are executed. In addition, the high winning rate state controlled after the end of the fourth jackpot game ends when one special game or two regular games are played. In addition, the high winning rate state controlled after the end of the fifth jackpot game ends when one special game or one regular game is played.

[0093] As an example, when the ball entry rate state (game state) transitions, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as a state designation command) capable of identifying the current ball entry rate state (game state). In other words, the state designation command includes a state designation command capable of identifying a low ball entry rate state and a state designation command capable of identifying a high ball entry rate state. As an example, when power supply is started, the main CPU 41 stores in the output buffer a state designation command capable of identifying the current ball entry rate state (game state). The main CPU 41 is an example of a state control unit capable of control to a high ball entry rate state. The high ball entry rate state is an example of a specific game state.

[0094] Next, various processes executed by the secondary CPU 51 will be described. The effect game process will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during the execution of the special game. When the sub-CPU51 inputs a special variation start command, it controls the effect device group ES including the first effect display device EH1 and the second effect display device EH2 to execute the effect game.

[0095] The sub-CPU51 determines the symbol combination to be stopped and displayed in the performance game based on the special variation start command. The sub-CPU51 determines the symbol combination of the big win when the big win symbol can be specified from the special variation start command. As an example, the symbol combination of the big win is a symbol combination in which a plurality of performance symbols are the same performance symbol. The sub-CPU51 determines the losing symbol combination when a losing symbol can be specified from the special variation start command. When determining the losing symbol combination, the sub-CPU51 determines the losing symbol combination including the reach when the condition for executing the reach performance (hereinafter referred to as the reach condition) is established. As an example, the losing symbol combination including the reach is a symbol combination in which the performance symbols in the left and right rows among the plurality of performance symbols are the same performance symbol, while the performance symbols in the middle row are different performance symbols. When determining the losing symbol combination, the sub-CPU51 determines the losing symbol combination not including the reach when the reach condition is not established. As an example, a losing symbol combination that does not include a reach is a symbol combination in which a plurality of performance symbols are different from each other. As an example, the sub-CPU 51 judges whether a reach condition is established or not based on a variation pattern that can be specified from the input special variation start command.

[0096] The sub-CPU51 determines the specific change contents (performance contents) of the performance game based on the change pattern. The sub-CPU51 controls the first performance display device EH1 and the second performance display device EH2 so as to start the change display of the performance symbols in each symbol row based on the determined change contents. That is, the sub-CPU51 starts the performance game. As an example, the first performance display device EH1 and the second performance display device EH2 may be capable of executing independent performance games. As an example, in principle, in a low ball entry rate state, the performance game is executed in each of the first performance display device EH1 and the second performance display device EH2, while in a high ball entry rate state, the performance game is executed in the second performance display device EH2 of the first performance display device EH1 and the second performance display device EH2.

[0097] As an example, the sub-CPU 51 temporarily stops and displays the symbol combination when a predetermined timing arrives after the start of the presentation game. Thereafter, the sub-CPU 51 stops and displays the symbol combination in a confirmed state in response to the input of a change end command. As an example, the sub-CPU 51 may stop and display the symbol combination in a confirmed state in response to the passage of a change time set in the change pattern. In this case, the change end command may be omitted. Note that if the change end command is input before a predetermined timing arrives after the start of the presentation game, the sub-CPU 51 stops and displays the symbol combination in a confirmed state in response to the input of the change end command, without temporarily stopping and displaying the symbol combination.

[0098] In this embodiment, the sub-CPU 51 does not execute the performance game in the first performance display device EH1 among the performance games in the first performance display device EH1 and the performance games in the second performance display device EH2 during execution of the specific performance. In other words, execution of the performance game in the first performance display device EH1 is restricted (prohibited) during execution of the specific performance.

[0099] As an example, a specific effect is composed of multiple effects. As an example, the specific effect is a stock challenge effect. As an example, the stock challenge effect is an effect executed in a state of a high ball entry rate. As an example, the stock challenge effect is an effect executed during execution of a normal game. As an example, the stock challenge effect is an effect whose effect form differs depending on the type of the normal game.

[0100] As shown in FIG. 14, in the stock challenge performance, the first stock image SG1 is displayed on the first performance display device EH1 for a predetermined performance time. As an example, the first stock image SG1 is an image presenting a challenge. As an example, the first stock image SG1 is an image presenting a reward. As an example, the first stock image SG1 is an image imitating the character string "Stock if successful." As an example, in the stock challenge performance, when the first stock image SG1 is displayed, a first stock sound is output from the speaker SP. As an example, the first stock sound is sound presenting a challenge. As an example, the first stock sound is sound presenting a reward. As an example, the first stock sound is sound "Stock if successful."

[0101] In the stock challenge performance, when the display of the first stock image SG1 ends in the first performance display device EH1, the second stock image SG2 or the third stock image SG3 is displayed according to the type of the normal game being executed. As an example, when a losing normal game is being executed, the second stock image SG2 is displayed for a predetermined performance time. As an example, when a winning normal game is being executed, the third stock image SG3 is displayed for a predetermined performance time. As an example, the second stock image SG2 is an image that allows the player to recognize that the task has not been completed. As an example, the second stock image SG2 is an image that allows the player to recognize that the reward cannot be obtained. As an example, the second stock image SG2 is an image that imitates the character string "Failed". As an example, the third stock image SG3 is an image that allows the player to recognize that the task has been completed. As an example, the third stock image SG3 is an image that allows the player to recognize that the reward can be obtained. As an example, the third stock image SG3 is an image that imitates the character string "Success". As an example, the second stock image SG2 and the third stock image SG3 may include an image showing the process of whether or not a task is accomplished.

[0102] As an example, in the stock challenge performance, when the second stock image SG2 is displayed, the second stock sound is output from the speaker SP. As an example, the second stock sound is a sound that allows the player to recognize that the task has not been completed. As an example, the second stock sound is a sound that allows the player to recognize that a reward cannot be obtained. As an example, the second stock sound is a sound that says "failure." As an example, in the stock challenge performance, when the third stock image SG3 is displayed, the third stock sound is output from the speaker SP. As an example, the third stock sound is a sound that allows the player to recognize that the task has been completed. As an example, the third stock sound is a sound that allows the player to recognize that a reward can be obtained. As an example, the third stock sound is a sound that says "success."

[0103] As an example, one stock challenge performance may end when the display of the second stock image SG2 or the third stock image SG3 ends on the first performance display device EH1. As an example, such a stock challenge performance is repeatedly executed with the execution of the normal game as a trigger until the second specified number of normal games are executed. Then, in the second specified number of normal games, when the display of the second stock image SG2 or the third stock image SG3 ends on the first performance display device EH1, the fourth stock image SG4 or the fifth stock image SG5 is displayed according to the second reserved number when the second specified number of normal games is executed. As an example, when the second reserved number is 1 or more, the fourth stock image SG4 is displayed for a predetermined performance time. As an example, when the second reserved number is zero, the fifth stock image SG5 is displayed for a predetermined performance time. As an example, the fourth stock image SG4 is an image that allows the user to recognize that the stock challenge performance is ending. As an example, the fourth stock image SG4 is an image that imitates the character string "stock challenge end". As an example, the fifth stock image SG5 is an image that allows the user to recognize that the stock challenge performance is ending. As an example, the fifth stock image SG5 is an image that allows the user to recognize that a consecutive winning period is ending or may end. As an example, the fifth stock image SG5 is an image that imitates the character string "RUSH End".

[0104] As an example, in the stock challenge performance, when the fourth stock image SG4 is displayed, the fourth stock sound is output from the speaker SP. As an example, the fourth stock sound is a sound that allows the player to recognize that the stock challenge performance is ending. As an example, the fourth stock sound is a sound saying "stock challenge ends." As an example, in the stock challenge performance, when the fifth stock image SG5 is displayed, the fifth stock sound is output from the speaker SP. As an example, the fifth stock sound is a sound that allows the player to recognize that the consecutive winning period is ending or may end. As an example, the fifth stock sound is a sound saying "RUSH ends."

[0105] As an example, when the fifth stock image SG5 is displayed, if the winning second special game (the big winning second special game and the small winning second special game) is being executed, the sixth stock image SG6 may be displayed after the fifth stock image SG5 is displayed for a predetermined performance time. As an example, the sixth stock image SG6 is an image that allows the player to recognize that the consecutive winning period is continuing. As an example, the sixth stock image SG6 is an image that imitates the character string "Resurrection". As an example, in the stock challenge performance, when the sixth stock image SG6 is displayed, the sixth stock sound is output from the speaker SP. As an example, the sixth stock sound is a sound that allows the player to recognize that the consecutive winning period is continuing. As an example, the sixth stock sound is the sound of "Resurrection".

[0106] In this way, the stock challenge effect is an effect whose effect mode differs depending on the type of the regular game being executed. Also, the stock challenge effect is an effect whose effect mode differs when executed in the regular game of the second specified number of times and when executed in the regular game before that. Also, the stock challenge effect can be said to be an effect that can be executed during the execution of the special game of the first specified number of times (second special game). And, the stock challenge effect can be said to be an effect whose effect mode differs depending on the type of the special game of the first specified number of times. In the following description, the stock challenge effect including the first stock image SG1 and the second stock image SG2 may be referred to as the stock challenge effect of the first mode. Also, the stock challenge effect including the first stock image SG1 and the third stock image SG3 may be referred to as the stock challenge effect of the second mode. Also, the stock challenge effect including the first stock image SG1, the second stock image SG2, and the fourth stock image SG4 may be referred to as the stock challenge effect of the third mode. Also, a stock challenge performance including the first stock image SG1, the third stock image SG3, and the fourth stock image SG4 may be referred to as a stock challenge performance according to the fourth aspect. Also, a stock challenge performance including the first stock image SG1, the second stock image SG2, and the fifth stock image SG5 may be referred to as a stock challenge performance according to the fifth aspect. Also, a stock challenge performance including the first stock image SG1, the second stock image SG2, the fifth stock image SG5, and the sixth stock image SG6 may be referred to as a stock challenge performance according to the sixth aspect.

[0107] As an example, the specific effect includes a winning challenge effect. As an example, the winning challenge effect is an effect that is executed in a state of a high ball entry rate. As an example, the winning challenge effect is an effect that is executed during the execution of a special game (second special game). As an example, the winning challenge effect is an effect whose presentation style differs depending on the type of the special game (second special game).

[0108] As shown in FIG. 15, in the winning challenge performance, a first challenge image CG1 is displayed on the first performance display device EH1 for a predetermined performance time. As an example, the first challenge image CG1 is an image presenting a challenge. As an example, the first challenge image CG1 is an image presenting a reward. As an example, the first challenge image CG1 is an image imitating the character string "If successful, you win." As an example, in the winning challenge performance, when the first challenge image CG1 is displayed, a first challenge sound is output from the speaker SP. As an example, the first challenge sound is a sound presenting a challenge. As an example, the first challenge sound is a sound presenting a reward. As an example, the first challenge sound is a sound saying "If successful, you win."

[0109] In the winning challenge performance, when the display of the first challenge image CG1 ends in the first performance display device EH1, the second challenge image CG2 or the third challenge image CG3 is displayed according to the type of the special game (second special game) being executed. As an example, when a losing special game (second special game) is being executed, the second challenge image CG2 is displayed for a predetermined performance time. As an example, when a winning special game (second special game) is being executed, the third challenge image CG3 is displayed for a predetermined performance time. As an example, the second challenge image CG2 is an image that allows the player to recognize that the task has not been completed. As an example, the second challenge image CG2 is an image that allows the player to recognize that the reward cannot be obtained. As an example, the second challenge image CG2 is an image that imitates the character string "Failed". As an example, the third challenge image CG3 is an image that allows the player to recognize that the task has been completed. As an example, the third challenge image CG3 is an image that allows the player to recognize that the reward can be obtained. As an example, the third challenge image CG3 is an image that imitates the character string "Success". As an example, the second challenge image CG2 and the third challenge image CG3 may include an image showing the process of whether or not the task is accomplished. The second challenge image CG2 may be an image different from the second stock image SG2, or may be the same as the second stock image SG2. The third challenge image CG3 may be an image different from the third stock image SG3, or may be the same as the third stock image SG3.

[0110] As an example, in the winning challenge performance, when the second challenge image CG2 is displayed, the second challenge sound is output from the speaker SP. As an example, the second challenge sound is a sound that allows the player to recognize that the task has not been completed. As an example, the second challenge sound is a sound that allows the player to recognize that a reward cannot be obtained. As an example, the second challenge sound is a sound that says "failure." As an example, in the winning challenge performance, when the third challenge image CG3 is displayed, the third challenge sound is output from the speaker SP. As an example, the third challenge sound is a sound that allows the player to recognize that the task has been completed. As an example, the third challenge sound is a sound that allows the player to recognize that a reward can be obtained. As an example, the third challenge sound is a sound that says "success."

[0111] As an example, one winning challenge performance may end when the display of the second challenge image CG2 or the third challenge image CG3 ends on the first performance display device EH1. As an example, such a winning challenge performance is repeatedly executed with the execution of a special game as a trigger until all the pending second special games are executed or until a big win game is awarded. In other words, when the third challenge image CG3 is displayed on the first performance display device EH1, a series of winning challenge performances ends. Then, in the last pending second special game, when the display of the second challenge image CG2 ends on the first performance display device EH1, the fourth challenge image CG4 is displayed for a predetermined performance time. As an example, the fourth challenge image CG4 is an image that allows the user to recognize that the winning challenge performance will end. As an example, the fourth challenge image CG4 is an image that allows the user to recognize that the consecutive winning period will end or may end. As an example, the fourth challenge image CG4 is an image that imitates the character string "RUSH End". As an example, the fourth challenge image CG4 may be an image different from the fifth stock image SG5, or may be the same image as the fifth stock image SG5.

[0112] As an example, in the winning challenge performance, when the fourth challenge image CG4 is displayed, a fourth challenge sound is output from the speaker SP. As an example, the fourth challenge sound is a sound that allows the player to recognize that the winning challenge performance is ending. As an example, the fourth challenge sound is a sound that allows the player to recognize that the consecutive winning period is ending or may end. As an example, the fourth challenge sound is a sound saying "RUSH End."

[0113] In the following description, a winning challenge effect including the first challenge image CG1 and the second challenge image CG2 may be referred to as a winning challenge effect according to the first mode. Also, a winning challenge effect including the first challenge image CG1 and the third challenge image CG3 may be referred to as a winning challenge effect according to the second mode. A winning challenge effect including the first challenge image CG1, the second challenge image CG2, and the fourth challenge image CG4 may be referred to as a winning challenge effect according to the third mode.

[0114] As an example, the specific effect includes a pre-effect. As an example, the pre-effect is an effect that is executed in a state of high ball entry rate. As an example, the pre-effect is an effect that is executed while a normal game is being executed. As an example, the pre-effect is an effect that is executed while a special game (second special game) is being executed. As an example, the pre-effect is an effect whose effect form differs depending on the type of the special game (second special game).

[0115] As shown in FIG. 16, in the pre-performance, the first pre-performance image JG1 is displayed on the first performance display device EH1 for a predetermined performance time. As an example, the first pre-performance image JG1 is an image presenting a challenge. As an example, the first pre-performance image JG1 is an image imitating the string of characters "Stock Challenge if successful." As an example, in the pre-performance, when the first pre-performance image JG1 is displayed, a first pre-performance sound is output from the speaker SP. As an example, the first pre-performance sound is sound presenting a challenge. As an example, the first pre-performance sound is sound presenting a reward. As an example, the first pre-performance sound is sound "Stock Challenge if successful."

[0116] In the pre-performance, when the display of the first pre-image JG1 ends on the first performance display device EH1, the second pre-image JG2 or the third pre-image JG3 is displayed according to the type of the special game (second special game) being executed. As an example, when a special game (second special game) of the variation pattern H01 or the variation pattern H02 is being executed, the second pre-image JG2 is displayed for a predetermined performance time. As an example, when a special game (second special game) of the variation pattern H03 or the variation pattern H04 is being executed, the third pre-image JG3 is displayed for a predetermined performance time. As an example, the second pre-image JG2 is an image that allows the player to recognize that the task has not been completed. As an example, the second pre-image JG2 is an image that allows the player to recognize that the reward cannot be obtained. As an example, the second pre-image JG2 is an image that imitates the character string "Failed". As an example, the third pre-image JG3 is an image that allows the player to recognize that the task has been completed. As an example, the third pre-image JG3 is an image that allows the player to recognize that the reward can be obtained. As an example, the third preliminary image JG3 is an image imitating the character string "Success". As an example, the second preliminary image JG2 and the third preliminary image JG3 may include an image showing the process of whether or not the task is accomplished. The second preliminary image JG2 may be an image different from the second stock image SG2, or may be the same image as the second stock image SG2. The second preliminary image JG2 may be an image different from the second challenge image CG2, or may be the same image as the second challenge image CG2. The third preliminary image JG3 may be an image different from the third stock image SG3, or may be the same image as the third stock image SG3. The third preliminary image JG3 may be an image different from the third challenge image CG3, or may be the same image as the third challenge image CG3.

[0117] As an example, in the pre-performance, when the second pre-image JG2 is displayed, a second pre-audio is output from the speaker SP. As an example, the second pre-audio is an audio that allows the player to recognize that the task has not been completed. As an example, the second pre-audio is an audio that allows the player to recognize that a reward cannot be obtained. As an example, the second pre-audio is an audio that says "failure." As an example, in the pre-performance, when the third pre-image JG3 is displayed, a third pre-audio is output from the speaker SP. As an example, the third pre-audio is an audio that allows the player to recognize that the task has been completed. As an example, the third pre-audio is an audio that allows the player to recognize that a reward can be obtained. As an example, the third pre-audio is an audio that says "success."

[0118] As an example, when the second pre-image JG2 is displayed, the fourth pre-image JG4 may be displayed after the second pre-image JG2 is displayed for a predetermined performance time. As an example, the fourth pre-image JG4 is an image that allows the user to recognize that a winning challenge performance will be executed. As an example, the fourth pre-image JG4 is an image that imitates the string of characters "winning challenge". The pre-performance ends after displaying the fourth pre-image JG4 for a predetermined performance time. As an example, in the pre-performance, when the fourth pre-image JG4 is displayed, a fourth pre-audio is output from the speaker SP. As an example, the fourth pre-audio is an audio that allows the user to recognize that a winning challenge performance will be executed. As an example, the fourth pre-audio is an audio of "winning challenge".

[0119] In the following description, a pre-performance including the first pre-image JG1, the second pre-image JG2, and the fourth pre-image JG4 may be referred to as a pre-performance according to the first aspect. Also, a pre-performance including the first pre-image JG1 and the third pre-image JG3 may be referred to as a pre-performance according to the second aspect.

[0120] The process for executing a specific effect will be described below. When the sub-CPU51 inputs both the first special fluctuation start command after being controlled to the high ball entry rate state and the first normal fluctuation start command after being controlled to the high ball entry rate state, it controls the performance device group ES to execute a pre-performance. At this time, if the fluctuation pattern specified from the special fluctuation start command is fluctuation pattern H01 or fluctuation pattern H02, the sub-CPU51 controls the performance device group ES to execute a pre-performance according to the first mode. On the other hand, if the fluctuation pattern specified from the special fluctuation start command is fluctuation pattern H03 or fluctuation pattern H04, the sub-CPU51 controls the performance device group ES to execute a pre-performance according to the second mode.

[0121] When the pre-effect according to the first mode ends, the sub-CPU51 controls the group of effect devices ES to execute a winning challenge effect. At this time, if the fluctuation pattern specified from the first special fluctuation start command is fluctuation pattern H01, the sub-CPU51 controls the group of effect devices ES to execute a winning challenge effect according to the first mode. On the other hand, if the fluctuation pattern specified from the first special fluctuation start command is fluctuation pattern H02, the sub-CPU51 controls the group of effect devices ES to execute a winning challenge effect according to the second mode.

[0122] Thereafter, the sub-CPU51 controls the performance device group ES to execute a winning challenge performance every time a special variation start command capable of identifying the start of the second special game is input until the end condition is established. As an example, when a winning second special game is started, the sub-CPU51 controls the performance device group ES to execute a winning challenge performance according to the second mode. On the other hand, when a losing second special game is started, the sub-CPU51 controls the performance device group ES to execute a winning challenge performance according to a performance mode corresponding to the second reserved number. As an example, if the second reserved number is 1 or more, the sub-CPU51 controls the performance device group ES to execute a winning challenge performance according to the first mode. On the other hand, if the second reserved number is zero, the sub-CPU51 controls the performance device group ES to execute a winning challenge performance according to the third mode. As an example, the sub-CPU51 determines that the end condition of a series of winning challenge performances is established when a big winning opening command is input. As an example, the sub-CPU51 determines that the end condition of a series of winning challenge performances is established when a small winning opening command is input. As an example, when the sub-CPU51 ends the winning challenge performance according to the third mode, it determines that the end condition is satisfied. That is, the winning challenge performance according to the second mode and the winning challenge performance according to the third mode are the winning challenge performances executed last among the winning challenge performances constituting a series of winning challenge performances. On the other hand, the winning challenge performance according to the first mode is the winning challenge performance executed before the last winning challenge performance among the winning challenge performances constituting a series of winning challenge performances. Note that, when the first advance performance ends, if the second reserved number is zero and the first second special game is a losing second special game, the sub-CPU51 controls the performance device group ES to execute the winning challenge performance according to the third mode.

[0123] When the pre-effect according to the second mode ends, the sub-CPU51 controls the group of effect devices ES to execute the stock challenge effect. At this time, if the fluctuation pattern specified from the first normal fluctuation start command is fluctuation pattern H11, the sub-CPU51 controls the group of effect devices ES to execute the stock challenge effect according to the first mode. On the other hand, if the fluctuation pattern specified from the first normal fluctuation start command is fluctuation pattern H12, the sub-CPU51 controls the group of effect devices ES to execute the stock challenge effect according to the second mode.

[0124] Thereafter, the sub-CPU51 controls the performance device group ES to execute a stock challenge performance every time the normal variation start command is input until the end condition is met. As an example, the sub-CPU51 controls the performance device group ES to execute a stock challenge performance according to a performance mode corresponding to the type of normal game. As an example, when a losing normal game is started, the sub-CPU51 controls the performance device group ES to execute a stock challenge performance according to the first mode unless the normal game is the second specified number of times.

[0125] As an example, when a losing regular game is started, if the regular game is the second specified number of times, the sub-CPU51 controls the performance device group ES to execute a stock challenge performance in a performance mode corresponding to the second reserved number. As an example, if the second reserved number is 1 or more, the sub-CPU51 controls the performance device group ES to execute a stock challenge performance in a third mode. As an example, if the second reserved number is zero, the sub-CPU51 controls the performance device group ES to execute a stock challenge performance in a mode corresponding to the type of the second special game being executed. As an example, if a losing second special game is being executed, the sub-CPU51 controls the performance device group ES to execute a stock challenge performance in a fifth mode. As an example, if a winning second special game is being executed, the sub-CPU51 controls the performance device group ES to execute a stock challenge performance in a sixth mode.

[0126] As an example, the sub-CPU51 judges that the end condition of the series of stock challenge effects is established when the big win opening command is input. As an example, the sub-CPU51 judges that the end condition of the series of stock challenge effects is established when the small win opening command is input. As an example, the sub-CPU51 judges that the end condition is established when the stock challenge effect according to the fifth mode is terminated. That is, the stock challenge effect according to the third mode, the stock challenge effect according to the fourth mode, the stock challenge effect according to the fifth mode, and the stock challenge effect according to the sixth mode are stock challenge effects executed last among the stock challenge effects constituting the series of stock challenge effects. On the other hand, the stock challenge effect according to the first mode and the stock challenge effect according to the second mode are stock challenge effects executed before the last stock challenge effect among the stock challenge effects constituting the series of stock challenge effects. Note that, when the sub-CPU51 inputs the first special fluctuation start command but does not input the first normal fluctuation start command, it controls the performance device group ES to execute the winning challenge effect in the same manner as when the advance performance according to the first mode is terminated. On the other hand, when the sub-CPU 51 inputs the first normal fluctuation start command but does not input the first special fluctuation start command, it controls the performance device group ES to execute the stock challenge performance in the same manner as when the pre-performance according to the first mode is ended.

[0127] The operation of the pachinko gaming machine 10 of this embodiment configured as above will now be described. 17 and 18 show an example of the presentation mode of the pachinko gaming machine 10 when it is controlled to a high winning rate state.

[0128] As shown in Fig. 17(a) and Fig. 17(b), when the ball entry rate is controlled to a high ball entry rate state, the execution of both the first special game (second special game) and the first normal game triggers the execution of a pre-effect in the effect device group ES. At this time, the variation pattern of the first special game is the variation pattern H03 or the variation pattern H04. Therefore, the pre-effect according to the second mode is executed in the effect device group ES.

[0129] As shown in Figures 17(c), 17(d), and 17(e), when the pre-effect according to the second mode ends, a series of stock challenge effects are executed in the effect device group ES. In the normal games up to the second specified number of times, when the fluctuation pattern of the normal game is fluctuation pattern H11 (fluctuation pattern H13 from the second time onwards), the stock challenge effect according to the first mode is executed. On the other hand, in the normal games up to the second specified number of times, when the fluctuation pattern of the normal game is fluctuation pattern H12 (fluctuation pattern H14 from the second time onwards), the stock challenge effect according to the second mode is executed.

[0130] As shown in FIG. 17(f), in the second specified number of regular games, the stock challenge effect according to the third mode, the stock challenge effect according to the fourth mode, the stock challenge effect according to the fifth mode, or the stock challenge effect according to the sixth mode is executed. Specifically, when the second specified number of regular games is a losing regular game, the stock challenge effect according to the third mode, the stock challenge effect according to the fifth mode, or the stock challenge effect according to the sixth mode is executed. On the other hand, when the second specified number of regular games is a winning regular game, the stock challenge effect according to the fourth mode is executed. Note that this figure illustrates an example in which the stock challenge effect according to the fifth mode or the stock challenge effect according to the sixth mode is executed. After that, when the second specified number of regular games ends, the transition condition is established, and the high ball entry rate state ends. In other words, when the transition condition is established due to the execution of a regular game, the content of the stock challenge effect differs depending on the result of the regular game.

[0131] As shown in Fig. 18(a) and Fig. 18(b), when the ball entry rate is controlled to a high ball entry rate state, the execution of both the first special game (second special game) and the first normal game triggers the execution of a pre-effect in the effect device group ES. At this time, the variation pattern of the first special game is the variation pattern H01 or the variation pattern H02. Therefore, the pre-effect according to the first mode is executed in the effect device group ES.

[0132] As shown in FIG. 18(c), FIG. 18(d), and FIG. 18(e), when the pre-effect according to the first mode ends, a series of winning challenge effects is executed in the effect device group ES. In the special game (second special game) when the second reserved number is 1 or more, if it is a losing special game, the winning challenge effect according to the first mode is executed. On the other hand, in the special game (second special game) when the second reserved number is 1 or more, if it is a winning special game, the winning challenge effect according to the second mode is executed. After the winning challenge effect ends, when the first specified number of special games (second special games) ends, the transition condition is established, and the high ball entry rate state ends. In other words, when the transition condition is established due to the execution of the special game (second special game), the content of the winning challenge effect differs depending on the result of the special game (second special game).

[0133] As shown in FIG. 18(f), in the special game (second special game) when the second reserved number is zero, a winning challenge presentation according to the second mode or a winning challenge presentation according to the third mode is executed. Specifically, when the special game (second special game) when the second reserved number is zero is a winning special game, a winning challenge presentation according to the second mode is executed. On the other hand, when the special game (second special game) when the second reserved number is zero is a losing special game, a winning challenge presentation according to the third mode is executed. Note that this figure illustrates an example in which a winning challenge presentation according to the third mode is executed.

[0134] In this way, when the transition condition is established triggered by the execution of the second specified number of normal games, the pre-effect and the stock challenge effect according to the second mode are executed. On the other hand, when the transition condition is established triggered by the execution of the first specified number of special games (second special games), the pre-effect and the winning challenge effect according to the first mode are executed. In other words, the effect content is different when the transition condition is established triggered by the execution of the normal game and when the transition condition is established triggered by the execution of the special game (second special game). In addition, the pre-effect, the stock challenge effect, and the winning challenge effect are all executed by a plurality of effect execution units. For this reason, it can be said that there are a plurality of effect execution units whose effect content is different when the transition condition is established triggered by the execution of the normal game and when the transition condition is established triggered by the execution of the special game (second special game). On the other hand, in the second performance display device EH2, the performance game is executed regardless of whether the transition condition is established as a trigger for the execution of a normal game or the transition condition is established as a trigger for the execution of a special game (second special game). In other words, when the transition condition is established as a trigger for the execution of a normal game and when the transition condition is established as a trigger for the execution of a special game (second special game), the performance content of the first performance display device EH1 is different, whereas the performance content of the second performance display device EH2 is the same. The performance game in the second performance display device EH2 is an example of a specific performance.

[0135] The effects of this embodiment will be described. (1-1) In this embodiment, the transition condition from the high ball entry rate state may be established when a normal game is executed, or may be established when a special game (second special game) is executed. According to this, by providing a plurality of transition conditions as the transition condition from the high ball entry rate state, it is possible to entertain the player as to which transition condition is established in the high ball entry rate state. Then, since the presentation content differs depending on which transition condition is established, it is possible to give a different impression depending on the difference in the transition condition that is established. This can increase the interest.

[0136] (1-2) Furthermore, in this embodiment, since the performance contents in the multiple performance execution units (the first performance display device EH1 and the speaker SP) are different, different impressions can be given more strongly depending on the differences in the transition conditions that are established.

[0137] (1-3) On the other hand, the performance content of the second performance display device EH2 is the same regardless of which transition condition is met, so that the performance on the second performance display device EH2 can be enjoyed regardless of which transition condition is met.

[0138] (1-4) In addition, since the content of the specific performance varies depending on the result of the variable game that triggered the establishment of the transition condition, the specific performance can be made more enjoyable. (1-5) The second prescribed number of times varies depending on the type of jackpot game. As a result, the expected number of normal win games granted after the end of the jackpot game varies depending on the type of jackpot game. This allows the player to enjoy the difference in transition conditions depending on the type of jackpot game.

[0139] (1-6) In particular, in this embodiment, when the second special game is executed, the expectation of a small win game being awarded is higher than when the first special game is executed. In the small win game, a big win game is awarded when the game ball passes through a specific area. Therefore, the number of times the second special game is executed has a large effect on the expected number of times a big win game will be awarded. Therefore, the fact that the expected number of normal win games awarded after the end of a big win game differs depending on the type of big win game means that the expected number of big win games awarded thereafter differs depending on the type of big win game. Therefore, different game flows can be provided depending on the difference in big win game.

[0140] [Second embodiment] A pachinko gaming machine according to a second embodiment will be described. In the following description, the same configurations and controls as those in the already described embodiment are denoted by the same reference numerals, and the duplicated description is omitted or simplified. In the pachinko game machine 10 of the second embodiment, the executable effects include a predetermined effect.

[0141] As shown in FIG. 19, there are a plurality of types of predetermined effects. Specifically, in the predetermined effects, the first effect display device EH1 may display the first effect image EG1 for a predetermined effect time, or the second effect image EG2 for a predetermined effect time. As an example, the first effect image EG1 and the second effect image EG2 are images that suggest the degree of privilege expectation. As an example, the first effect image EG1 and the second effect image EG2 may be images that allow the degree of privilege expectation to be recognized. As an example, the degree of privilege expectation is whether or not a privilege can be acquired, and the degree of expectation of a specific privilege (for example, a big win game) when the privilege can be acquired. As an example, the second effect image EG2 is an image that suggests a higher degree of privilege expectation than the first effect image EG1. As an example, the first effect image EG1 is an image that imitates the character string "Chance". As an example, the second effect image EG2 is an image that imitates the character string "Super Hot".

[0142] As an example, in the predetermined performance, when the first performance image EG1 is displayed, the first performance sound is output from the speaker SP. As an example, in the predetermined performance, when the second performance image EG2 is displayed, the second performance sound is output from the speaker SP. As an example, the first performance sound and the second performance sound are sounds suggesting a degree of privilege expectation. As an example, the first performance sound and the second performance sound may be sounds that allow the degree of privilege expectation to be recognized. As an example, the second performance sound is a sound that suggests a higher degree of privilege expectation than the first performance sound. As an example, the first performance sound is a sound of "chance." As an example, the second performance sound is a sound of "super hot." In the following description, a predetermined performance including the first performance image EG1 may be referred to as a predetermined performance according to a first aspect. Also, a predetermined performance including the second performance image EG2 may be referred to as a predetermined performance according to a second aspect.

[0143] The control for executing a predetermined performance will be described. As an example, when the sub-CPU51 inputs a special variation start command or a normal variation start command, it executes a predetermined lottery to determine whether or not to execute a predetermined effect. As an example, the sub-CPU51 determines whether or not to execute a predetermined effect with the same lottery probability regardless of whether the special variation start command or the normal variation start command is input. In other words, the selection rate of the predetermined effect (the rate at which the execution of the predetermined effect is determined) is the same when the normal game is executed and when the special game is executed. For this reason, it can be said that the selection rate of the predetermined effect in the first variation game (normal game or second special game) after the high ball entry rate state ends is the same when the transition condition is established triggered by the execution of the normal game and when the transition condition is established triggered by the execution of the special game (second special game).

[0144] As an example, when the execution of a predetermined effect is decided, the sub-CPU51 decides the predetermined effect according to the first mode as the performance content of the predetermined effect when the normal variation start command is input. On the other hand, when the execution of a predetermined effect is decided, the sub-CPU51 decides the predetermined effect according to the second mode as the performance content of the predetermined effect when the special variation start command is input. In other words, the performance content of the predetermined effect is different when a normal game is executed and when a special game is executed. For this reason, in this embodiment, it can be said that the performance content of the predetermined effect is different between the normal game when the transition condition is not established due to the execution of the normal game and the special game (second special game) when the transition condition is not established due to the execution of the special game.

[0145] The effects of this embodiment will be described. (2-1) According to this embodiment, before the transition condition is established, the content of the predetermined effect in the variable game differs depending on which of the normal game and the special game (second special game) is executed, so that a different impression can be given. On the other hand, after the transition condition is established, the selection rate of the predetermined effect in the first variable game after the high ball entry rate state ends is the same regardless of which transition condition is established, so that the superiority or inferiority of the transition condition is not easily felt.

[0146] [Third embodiment] A pachinko gaming machine according to a third embodiment will be described. The third embodiment differs from the first and second embodiments in that the timing at which the transition condition is satisfied differs depending on whether the shortening condition is satisfied. This will be described in detail below.

[0147] When the main CPU 41 subtracts the value of the second execution counter, it performs a shortcut lottery and changes the value to be subtracted depending on the result of the shortcut lottery. As an example, when the main CPU 41 subtracts the value of the second execution counter, if the shortcut lottery is not won, it subtracts 1 from the value of the second execution counter. On the other hand, when the main CPU 41 subtracts the value of the second execution counter, if the shortcut lottery is won, it subtracts 2 from the value of the second execution counter. Winning one or more shortcut lotteries is an example of the shortcut condition being met. As a result, in this embodiment, when the shortcut condition is met, the timing at which the transition condition is met is earlier than when the shortcut condition is not met.

[0148] The effects of this embodiment will be described. (3-1) According to this embodiment, when the shortening condition is satisfied, the timing at which the transition condition is satisfied is brought forward, so that the player can enjoy wondering whether or not the shortening condition is satisfied before the transition condition is satisfied.

[0149] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. In the second embodiment, the predetermined effect may be changed arbitrarily. As an example, at least one of the contents of the predetermined effect and the selection rate of the predetermined effect may be different between a normal game when the transition condition is not established due to the execution of a normal game and a special game (second special game) when the transition condition is not established due to the execution of a special game (second special game). As an example, at least one of the contents of the predetermined effect and the selection rate of the predetermined effect in the first variable game (normal game or special game) after the high ball entry rate state ends may be the same between a normal game when the transition condition is established due to the execution of a normal game and a special game when the transition condition is established due to the execution of a special game (second special game). In the second embodiment, the selection rate of the predetermined effect is the same in any situation, but the present invention is not limited to this. For example, the content of the predetermined effect may be different in the first situation (either when the transition condition is not satisfied or after the high ball entry rate state has ended), while the content of the predetermined effect may be the same in the second situation (the other when the transition condition is not satisfied or after the high ball entry rate state has ended). Also, for example, the selection rate of the predetermined effect may be different in the first situation (either when the transition condition is not satisfied or after the high ball entry rate state has ended), while the selection rate of the predetermined effect may be the same in the second situation (the other when the transition condition is not satisfied or after the high ball entry rate state has ended).

[0150] Also, for example, a predetermined effect other than the above-mentioned predetermined effect may be executed. The other predetermined effect may be executed in the same variable game as the above-mentioned predetermined effect. In other words, one or more types of predetermined effects may be executed in one variable game.

[0151] In the third embodiment, the shortened lottery is performed as an independent lottery, but this is not limited to the above. The shortened lottery may also serve as another lottery. This allows the result of the shortened lottery to be identified from the result of the other lottery, which increases interest in the result of the other lottery. As an example, the other lottery may be a variation pattern determination lottery. In this case, the selection of a predetermined specific variation pattern corresponds to the establishment of the shortened condition. In other words, when a variation game of a specific variation pattern is executed, the timing at which the transition condition is established is earlier than when a variation game of a specific variation pattern is executed. As an example, the specific variation pattern may be one or more.

[0152] In the third embodiment, the shortened lottery may be a lottery that determines the value of the second execution counter to be subtracted. That is, in the third embodiment, the result of the shortened lottery may be a result in which the value of the second execution counter is subtracted by 1, or a result in which the value of the second execution counter is subtracted by 2. In this case, the result of the shortened lottery may be a result in which the value of the second execution counter is subtracted by 3 or more, or a result in which the value of the second execution counter is set to zero regardless of the current value of the second execution counter. That is, if the shortened lottery is won, the transition condition may be established.

[0153] The initial value of the first execution counter may be equal to or greater than 2. In this case, it may be possible to execute an abbreviated lottery for subtracting 2 or more from the value of the first execution counter or for setting the value to zero. The specific effect may be changed as desired. As an example, the specific effect may be configured to include any other effect. As an example, the effect content of the other effect may be the same in some of the effect execution units constituting the effect device group ES when the transition condition is established triggered by the execution of a normal game and when the transition condition is established triggered by the execution of a special game (second special game) while the effect content of the other effect execution units may be different. As an example, the effect content of the above-mentioned other effect may be the same in multiple effect execution units that are part or all of the effect device group ES when the transition condition is established triggered by the execution of a normal game and when the transition condition is established triggered by the execution of a special game (second special game).

[0154] The ease of establishing the transition condition from the high ball entry rate state may be set arbitrarily. As an example, the rate at which the transition condition is established triggered by the execution of the normal game may be higher than the rate at which the transition condition is established triggered by the execution of the special game (second special game). According to this, the more likely the transition condition is established triggered by the execution of the normal game, the higher the expectation of the big win game being awarded. As an example, the rate at which the transition condition is established triggered by the execution of the normal game may be the same as the rate at which the transition condition is established triggered by the execution of the special game (second special game), or may be lower than the rate at which the transition condition is established triggered by the execution of the special game (second special game). In this way, the expectation of the big win game being awarded can be set by arbitrarily setting the ease of establishing the transition condition from the high ball entry rate state.

[0155] The transition condition from the high ball entry rate state may be set arbitrarily. As an example, the transition condition to the high ball entry rate state may be established by a predetermined number of first special games being played. As an example, the transition condition to the high ball entry rate state may be established by a predetermined number of special games (a combination of the first special game and the second special game). As an example, the transition condition to the high ball entry rate state may be established by a predetermined number of variable games (a combination of the first special game, the second special game, and the normal game) being played.

[0156] When the transition condition from the high ball entry rate state is met, a special effect may be executed in the variable game that triggered the transition. As an example, the special effect may be an effect that allows the player to recognize that the transition condition from the high ball entry rate state is met, or that the transition condition from the high ball entry rate state has been met.

[0157] The content of the specific effect has changed according to the fluctuation pattern (which transition condition is established) of the first special game (second special game) after the control to the high ball entry rate state, but is not limited to this. As an example, the content of the specific effect may be the same or different regardless of which transition condition is established, and may be the same or different based on the result of a predetermined lottery.

[0158] The pachinko game machine 10 may be capable of executing one or more arbitrary effects. As an example, the arbitrary effect may be an effect executed in one variation game, an effect that can be executed in multiple variation games (so-called pre-reading effect), or an effect during a big win game. As an example, the arbitrary effect is executed by one or more components arbitrarily selected from the first effect display device EH1, the second effect display device EH2, the decorative lamp LA, the speaker SP, and components different from these.

[0159] In addition to or instead of the first jackpot game and the second jackpot game, another jackpot game may be executable. Also, one or more jackpot games selected arbitrarily from the first jackpot game, the second jackpot game, and the other jackpot game may be executable.

[0160] The game state after the end of each jackpot game may be changed arbitrarily. In other words, there may be a jackpot game that is controlled to a low probability low ball entry rate state after the end of the jackpot game, a jackpot game that is controlled to a high probability low ball entry rate state after the end of the jackpot game, a jackpot game that is controlled to a low probability high ball entry rate state after the end of the jackpot game, or a jackpot game that is controlled to a high probability high ball entry rate state after the end of the jackpot game.

[0161] The first performance display device EH1 may be configured in combination with a movable body configured to be able to perform a predetermined operation. The first performance display device EH1 may be provided on the game board YB or on the mounting frame 11b.

[0162] The second performance display device EH2 may be configured in combination with a movable body configured to be able to perform a predetermined operation. The second performance display device EH2 may be provided on the game board YB or on the mounting frame 11b.

[0163] The first special game and the second special game may be executed in the order in which the hold conditions are met. The pachinko game machine 10 may adopt a specification that provides a high probability state until the next jackpot game, a specification that provides a high probability state until a drop lottery is won (so-called drop specification), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST specification). The high probability state is a state in which it is easier to win a jackpot in a winning lottery than the normal jackpot probability (normal jackpot probability). In other words, in the high probability state, the jackpot probability is higher than the normal jackpot probability. The pachinko game machine 10 may adopt a specification that provides a high probability state on the condition that the game ball passes through a specific area (so-called V-variable specification). The pachinko game machine 10 may adopt a specification that combines the drop specification and the V-variable specification. The pachinko game machine 10 may adopt a specification that combines the ST specification and the V-variable specification.

[0164] The special symbol winning lottery may be changed arbitrarily. For example, the second special symbol winning lottery may be set to always win (big win or small win). In this case, the second reserved number can be said to be the number of big win games that are reserved for execution.

[0165] The special symbol winning lottery does not have to include the small winning lottery. In this case, the opportunity to win the big win is limited to winning the big win in the winning lottery. The special symbol winning lottery does not have to include the big win lottery. In this case, the opportunity to win the big win game is limited to winning a small win in the winning lottery and then the game ball passing through a specific area in the small win game that is awarded.

[0166] The variation pattern of the special symbols may be changed at will. The winning lottery for the normal symbol may be changed arbitrarily. For example, in a high ball entry rate state, the winning lottery may be guaranteed. In this case, the winning lottery for the normal symbol may be omitted, and in a high ball entry rate state, a special bonus (normal winning game) may be awarded when a game ball enters the first ball entry port.

[0167] The normal pattern variation may be changed at will. The timing of the execution of the special effects may be changed arbitrarily. As an example, the special effects may be executed during the execution of a big win game. In this case, the content of the special effects may be different depending on the type of the variable game on hold.

[0168] The main CPU 41, the main ROM 42, the main RAM 43, and the random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.

[0169] The pachinko game machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may have a first display control substrate that specializes in controlling the first performance display device EH1, a second display control substrate that specializes in controlling the second performance display device EH2, a light emission control substrate that specializes in controlling the decorative lamp LA, and a sound control substrate that specializes in controlling the speaker SP, in addition to the sub-substrate 50. Such a sub-general control substrate and a substrate that controls other performances may be included in the sub-substrate. In addition, in an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single substrate. In addition, the first display control substrate, the second display control substrate, the light emission control substrate, and the sound control substrate may be arbitrarily combined to form a single substrate or a plurality of substrates.

[0170] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Note I) A gaming machine capable of executing a first variation game in response to a gaming ball entering a first ball entry port, and executing a second variation game in response to a gaming ball entering a second ball entry port, the gaming machine comprising: a state control unit capable of control to a specific gaming state; and an effect execution unit that executes an effect, the specific gaming state being ended when a transition condition is satisfied; the transition condition being satisfied when the first variation game is executed, and the transition condition being satisfied when the second variation game is executed; the effect includes a specific effect that can be executed in the variation game in which the transition condition is satisfied; and the content of the specific effect is different between when the transition condition is satisfied when the first variation game is executed and when the transition condition is satisfied when the second variation game is executed.

[0171] (Note B) A gaming machine capable of executing a first variation game in response to a gaming ball entering a first ball entry port, and a second variation game in response to a gaming ball entering a second ball entry port, the gaming machine comprising: a state control unit capable of control to a specific gaming state; and an effect execution unit that executes an effect, the specific gaming state being ended when a transition condition is satisfied, the transition condition being satisfied when the first variation game is executed, and the transition condition being satisfied when the second variation game is executed, the effect having a specific effect that can be executed in the variation game in which the transition condition is satisfied, the gaming machine having a plurality of effect execution units in which the content of the specific effect differs between when the transition condition is satisfied when the first variation game is executed and when the transition condition is satisfied when the second variation game is executed.

[0172] (Appendix C) A gaming machine capable of executing a first variation game when a gaming ball enters a first ball entrance and executing a second variation game when a gaming ball enters a second ball entrance, the gaming machine comprising: a state control unit capable of controlling to a specific gaming state; and a performance execution unit that executes a performance, the specific gaming state being ended when a transition condition is satisfied, the transition condition being satisfied when the first variation game is executed and when the second variation game is executed, the performance including a specific performance that can be executed in the variation game in which the transition condition is satisfied, the performance execution unit comprising a first performance execution unit and a second performance execution unit different from the first performance execution unit, the performance content of the specific performance in the first performance execution unit being different between when the transition condition is satisfied when the first variation game is executed and when the transition condition is satisfied when the second variation game is executed, while the performance content of the specific performance in the second performance execution unit being the same.

[0173] (Appendix D) A gaming machine capable of executing a first variation game when a gaming ball enters a first ball entrance and executing a second variation game when a gaming ball enters a second ball entrance, the gaming machine comprising: a state control unit capable of controlling to a specific gaming state; and a performance execution unit that executes a performance, the specific gaming state being ended when a transition condition is satisfied, the transition condition being satisfied when the first variation game is executed and the second variation game is executed, the performance including a variation game in which the transition condition is satisfied. a gaming machine in which a specific effect can be executed in a certain mode, the content of the specific effect differs between when the transition condition is established as a trigger for the first variation game being executed and when the transition condition is established as a trigger for the second variation game being executed, the content of the specific effect differs depending on the result of the first variation game when the transition condition is established as a trigger for the first variation game being executed, and the content of the specific effect differs depending on the result of the second variation game when the transition condition is established as a trigger for the second variation game being executed.

[0174] (Note E) A gaming machine capable of executing a first variation game in response to a gaming ball entering a first ball entry port, and a second variation game in response to a gaming ball entering a second ball entry port, the gaming machine comprising: a state control unit capable of control to a specific gaming state; and an effect execution unit that executes an effect, the specific gaming state being ended when a transition condition is satisfied; the transition condition being satisfied when the first variation game is executed, and the transition condition being satisfied when the second variation game is executed; the effect includes a specific effect that can be executed in the variation game in which the transition condition is satisfied; the content of the specific effect differs between when the transition condition is satisfied when the first variation game is executed and when the transition condition is satisfied when the second variation game is executed; and when a shortened condition is satisfied, the timing at which the transition condition is satisfied is earlier than when the shortened condition is not satisfied.

[0175] (Note F) A gaming machine capable of executing a first variation game among variation games when a gaming ball enters a first ball entrance and executing a second variation game among the variation games when a gaming ball enters a second ball entrance, the gaming machine comprising: a state control unit capable of controlling to a specific gaming state; and an effect execution unit that executes an effect, the specific gaming state being ended when a transition condition is satisfied, the transition condition being satisfied in one of two cases, when the first variation game is executed and when the second variation game is executed, the effect being a predetermined effect and a specific effect, one or more types of the predetermined effect can be executed in the variation game, the specific effect being an effect that can be executed in the variation game in which the transition condition is satisfied, and a transition condition being satisfied in one of two cases, when the first variation game is executed and when the second variation game is executed, the effect being a predetermined effect and a specific effect, the variation game being capable of executing one or more types of the predetermined effect, the specific effect being an effect that can be executed in the variation game in which the transition condition is satisfied, and a transition condition being satisfied in one of two cases, when the first variation game is executed and when the first variation game is executed, the transition condition being satisfied in one of two cases, when the first variation game is executed and when the second ... a first variation game when the transition condition is not satisfied and a second variation game when the transition condition is not satisfied as a result of the execution of the second variation game, the presentation content of the specific presentation is different between when the transition condition is satisfied as a result of the execution of the first variation game and when the transition condition is satisfied as a result of the execution of the second variation game, and the presentation content of the specific presentation is different between when the transition condition is satisfied as a result of the execution of the first variation game and when the transition condition is satisfied as a result of the execution of the second variation game, and at least one of the presentation content of the specific presentation and the selection rate of the specific presentation in the first variation game after the end of the specific game state is the same between when the transition condition is satisfied as a result of the execution of the first variation game and when the transition condition is satisfied as a result of the execution of the second variation game. [Explanation of symbols]

[0176] AC1...Normal actuator AC2...1st special actuator AC3...2nd special actuator AC4...Distribution actuator CG1...1st challenge image CG2...2nd challenge image CG3...3rd challenge image CG4...4th challenge image EG1...1st performance image EG2...2nd performance image EH1...1st performance display device EH2...2nd performance display device ES...Performance device group H01...Fluctuation pattern H02...Fluctuation pattern H03...Fluctuation pattern H04...Fluctuation pattern H11...Fluctuation pattern H12...Fluctuation pattern H13...Fluctuation pattern H14...Fluctuation pattern HD...Launch handle JG1...1st advance image JG2...2nd advance image JG3...3rd advance image JG4...4th advance image LA...Decorative lamp R1...Display area R2...Display area SE1...1st start sensor SE2...2nd start sensor SE3...1st count sensor SE4...2nd count sensor SE5...Specific sensor SE6...Gate sensor SG1...1st stock image SG2...Second stock image SG3...Third stock image SG4...Fourth stock image SG5...Fifth stock image SG6...Sixth stock image SP...Speaker YB...Game board YBa...Game area YBb...Display window YBc...Firing passage YBd...Anti-return valve ZA...1st big win symbol Za...1st small win symbol ZB...2nd big win symbol Zb...2nd small win symbol Zc...3rd small win symbol 10...Pachinko game machine 11...Frame body 11a...Outer frame 11b...Mounting frame 12...1st start port 13...2nd start port 13a...Normal opening and closing piece 14...1st big prize opening 14a...1st special opening and closing piece 15...2nd big prize opening 15a...2nd special opening and closing piece 17...Gate 17a...Gate opening 18...Outlet 19a...First special symbol display device 19b...Second special symbol display device 19c...First reserved display device 19d...Second reserved display device 19e...Normal symbol display device 40...Main board 41...Main CPU 42...Main ROM 43...Main RAM 44...Random number generation circuit 50...Sub-board 51...Sub-CPU 52...Sub-ROM 53...Sub-RAM

Claims

[Claim 1] A gaming machine capable of executing a normal variation game among the variation games when a gaming ball enters a first ball entrance and capable of executing a special variation game among the variation games when a gaming ball enters a second ball entrance, A state control unit capable of controlling the game to a specific game state; A performance execution unit that executes a performance, The specific gaming state ends when a transition condition is met, The transition condition may be established when a first number of normal variation games are played, or when a second number of special variation games are played. The effects include predetermined effects and specific effects, In the variable game, one or more types of the predetermined effects can be executed, The specific effect is an effect that can be executed in a variable game in which the transition condition is satisfied, At least one of the content of the predetermined effect and the selection rate of the predetermined effect is different between the normal variation game when the transition condition is not established as a trigger for the execution of the normal variation game and the special variation game when the transition condition is not established as a trigger for the execution of the special variation game, The content of the specific effect is different when the transition condition is established as a result of the execution of the normal variation game and when the transition condition is established as a result of the execution of the special variation game. When the transition condition is established as a trigger for the normal variation game being executed and when the transition condition is established as a trigger for the special variation game being executed, at least one of the content of the predetermined effect in the first variation game after the specific gaming state has ended and the selection rate of the predetermined effect is the same; Depending on the result of the normal variable game, a specific state is created in which it becomes easier for the game ball to enter the second ball entrance or a specific state is created in which the game ball can enter the second ball entrance; In the specific gaming state, the gaming machine is more likely to enter the specific state than in a predetermined gaming state.

Citation Information

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