Gaming Machines

The gaming machine addresses the need for enhanced player interest by incorporating a special prize game and game state control mechanism, which increases the chances of winning and improves the gaming experience.

JP7653157B2Active Publication Date: 2025-03-28NEWGIN KK
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Patent Information

Application Number
JP2022165590
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-10-14
Publication Date
2025-03-28
Estimated Expiration
2042-10-14

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative mechanisms to enhance player interest by providing more dynamic and advantageous game states.

Method used

A gaming machine that includes a special prize game triggered by a specific lottery result, featuring a specific prize opening and detection means to track the game ball's passage through a specific area, along with a game state control mechanism to manage advantageous game states.

Benefits of technology

This solution enhances player interest by providing advantageous game states and increasing the chances of winning special prizes, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase interest.SOLUTION: A passage of a game ball through a specific area during a small winning game is more advantageous for a player than no passage of a game ball through a specific area during the small winning game. The small winning game includes a fourth small winning game that is imparted when the result of a predetermined lottery is a first special result or a fifth small winning game, and a sixth small winning game that is imparted when the result of a predetermined lottery is a second special result. There are multiple game states including a normal state, a second time-shortened state which is more advantageous to a player than the normal state, and a fourth time-shortened state which is more advantageous to a player than the second time-shortened state. When the fourth small winning game or the fifth small winning game is imparted while a game state is controlled to the second time-shortened state, the game state may be controlled to the fourth time-shortened state. When the sixth small winning game is imparted while a game state is controlled to the second time-shortened state, the game state may not be controlled to the fourth time-shortened state.SELECTED DRAWING: Figure 9
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Description

[Technical field]

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

[0002] Conventionally, a pachinko gaming machine, which is an example of a gaming machine, is configured to be controllable to a plurality of types of gaming states (for example, Patent Document 1). Among such gaming machines, there are some that are configured to be controllable to a gaming state that is more advantageous than a normal state. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-115547 A Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, there has been a demand for greater interest in games by making further improvements to the control of game states. [Means for solving the problem]

[0005] The gaming machine that solves the above problem is a gaming machine in which a special winning game is awarded when a result of a predetermined lottery results in a special result, the gaming machine comprises a specific winning port into which a gaming ball can enter when the special winning game is awarded, specific detection means capable of detecting that a gaming ball that has entered the specific winning port has passed through a specific area, and gaming state control means for controlling a gaming state, and when a gaming ball passes through the specific area during the special winning game, it is more advantageous for the player than when the gaming ball does not pass through the specific area during the special winning game, and the special results include a first special result and a second special result, and the special winning game is awarded when the result of the predetermined lottery results in the first special result. The gist of the invention is that there is a first special winning game and a second special winning game that is awarded when the result of the predetermined lottery is the second special result, and the game states include a normal state, a first special state, and a second special state, and the first special state is a state that is more advantageous to the player than the normal state, and the second special state is a state that is more advantageous to the player than the first special state, and when the first special winning game is awarded while controlled to the first special state, the game can be controlled to the second special state, whereas when the second special winning game is awarded while controlled to the first special state, the game is not controlled to the second special state. Effect of the Invention

[0006] According to the present invention, it is possible to improve interest. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a front view showing a schematic diagram of a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view showing a schematic diagram of the game board. [Diagram 3] FIG. 1A is an explanatory diagram for explaining the type of the first special symbol, and FIG. 1B is an explanatory diagram for explaining the type of the second special symbol. [Figure 4] FIG. 13 is an explanatory diagram for explaining types of game states. [Diagram 5] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Figure 6] 11 is an explanatory diagram for explaining the transition of game states and presentation modes. FIG. [Figure 7] 13(a) to 13(f) are schematic diagrams showing examples of the display contents of the performance display device in each performance mode. [Figure 8] 11 is a timing chart showing an example of a transition of a game state and a presentation mode. [Figure 9] 11 is a timing chart showing an example of a transition of a game state and a presentation mode. [Figure 10] 11 is a timing chart showing an example of a transition of a game state and a presentation mode. [Figure 11] 11 is a timing chart showing an example of a transition of a game state and a presentation mode. [Figure 12] 11 is a timing chart showing an example of a transition of a game state and a presentation mode. [Figure 13] 11 is a timing chart showing an example of a transition of a game state. [Figure 14] 11 is a timing chart showing an example of a transition of a game state. [Figure 15] 11 is a timing chart showing an example of a transition of a game state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko game machine 10 (hereinafter, referred to as the game machine 10), which is an example of a game machine, includes a frame 11. The frame 11 includes an installation frame for fixing the game machine 10 to an installation in an amusement parlor or the like, and a mounting frame for mounting various game components. The game machine 10 includes a game board YB. The game board YB is mounted on the mounting frame. The game machine 10 includes a launch handle HD. In the game machine 10, the launch strength is adjusted by operating the launch handle HD, and a game ball is launched with the adjusted launch strength. The game machine 10 includes a decorative lamp LA. The decorative lamp LA executes an effect (hereinafter, referred to as a light emission effect) of lighting, blinking, and extinguishing a built-in light-emitting element. The game machine 10 includes a speaker SP. The speaker SP executes an effect (hereinafter, referred to as a sound effect) of outputting sound such as sound effects and music.

[0009] As shown in FIG. 2, a game area YBa is formed on the front side of the game board YB, where game balls, which are an example of a game medium, flow down. An opening window YBb is formed on the game board YB at approximately the center when viewed from the front. A center frame W with various designs is attached to the opening window YBb. The gaming machine 10 is equipped with a performance display device 12. The performance display device 12 has an image display unit GH capable of displaying an image. The performance display device 12 is attached to the game board YB so that the image display area of ​​the image display unit GH is visible through the opening window YBb (center frame W) of the game board YB when viewed from the front. The performance display device 12 executes a performance (hereinafter referred to as a display performance) that displays an image imitating a predetermined character or letter. In this embodiment, the performance display device 12, the decorative lamp LA, and the speaker SP are each a performance device that executes a performance, and these are examples of a performance execution means. The performance execution means is not limited to including all of the performance display device 12, the decorative lamps LA, and the speakers SP, and may be composed of one or more performance devices that can be arbitrarily selected from among these performance devices.

[0010] The game board YB is equipped with an information display device 13 that displays various information. The information display device 13 includes a first special symbol display section 13a, a second special symbol display section 13b, a first special reserve display section 13c, a second special reserve display section 13d, a normal symbol display section 13e, and a normal reserve display section 13f. The multiple display sections 13a to 13f are arranged in a portion that is visible to the player. The first special symbol display section 13a and the second special symbol display section 13b are display sections that can display a special symbol changing game (hereinafter, referred to as a special game). The special game is an example of a changing game. The special symbol changing game includes a first special symbol changing game (hereinafter, referred to as a first special game) and a second special symbol changing game (hereinafter, referred to as a second special game). In the first special game, a predetermined symbol is displayed in a changing manner, and finally, the first special symbol, which is an example of a special symbol, is displayed as a fixed stop. In the second special game, the predetermined pattern is displayed in a variable manner, and finally, the second special pattern, which is an example of a special pattern, is displayed as a fixed stop pattern. The special pattern is a pattern for notifying the result of the small win lottery and the small win pattern lottery, which will be described later, as the result of the special game. The small win lottery is an example of a predetermined lottery. The small win pattern lottery is an example of a predetermined lottery.

[0011] The first special symbol display section 13a displays the first special game. The second special symbol display section 13b displays the second special game. In this specification, "variable display" means a state in which the type of the displayed symbol changes over time. In this specification, "determined stop display" means a state in which the symbol is definitively stopped and the type of the displayed symbol does not change. Regarding symbols, "determined stop display" and "derive" have the same meaning. The second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously in parallel. The special symbols include a small win symbol, which is an example of a small win display result, and a loss symbol, which is an example of a loss display result, as a result of the special game. In the gaming machine 10, when a small win is won in the small win lottery, a small win symbol is derived in the special game, and a small win game is awarded (occurs) after the end of the small win special game. In the gaming machine 10, if the small win is not won in the small win lottery, a losing symbol is derived in the special game.

[0012] The first special reservation display section 13c displays information that can identify the number of first special games whose execution is on hold (hereinafter referred to as the first special reservation number) because the reservation condition has been met but the execution condition has not yet been met. The second special reservation display section 13d displays information that can identify the number of second special games whose execution is on hold (hereinafter referred to as the second special reservation number) because the reservation condition has been met but the execution condition has not yet been met. As an example, the upper limit numbers of the first special reservation number and the second special reservation number are each 4.

[0013] The normal symbol display unit 13e displays the normal game. In the normal game, a predetermined symbol is displayed variably, and finally, a normal symbol is derived. The normal symbol is a symbol for notifying the result of a normal lottery, which will be described later, as a result of the normal game. The normal symbols include a normal winning symbol and a normal losing symbol. In the gaming machine 10, when a normal winning is won in the normal lottery, a normal winning symbol is derived in the normal game, and after the normal winning normal game ends, a normal winning game is awarded (occurs). The normal hold display unit 13f displays information that can specify the number of normal games that are held for execution because the hold condition is satisfied but the execution condition is not yet satisfied (hereinafter, referred to as the normal hold number). As an example, the upper limit number of the normal hold number is 4.

[0014] The game board YB is formed with a plurality of winning holes into which game balls can enter. These winning holes open into the game area YBa. The winning holes include a first start hole 14, a second start hole 15, a first large winning hole 18, and a second large winning hole 20. The winning holes may include a winning hole different from these winning holes.

[0015] The first start hole 14 is a winning hole through which a game ball is inserted to satisfy the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start hole 14 is located below the performance display device 12. The first start hole 14 is always open so that a game ball can be inserted. The game board YB is equipped with a first start winning sensor SE1 that detects a game ball that has entered the first start hole 14 (see FIG. 5).

[0016] The second starting hole 15 is a winning hole through which the game ball enters to establish the conditions for awarding the prize ball and the reservation conditions for the second special game. As an example, the second starting hole 15 is located to the right of the performance display device 12. The second starting hole 15 is an example of a specific starting hole through which the game ball can enter. The game board YB is provided with a normal movable piece 16. The normal movable piece 16 can be operated in a first state and a second state. The first state of the normal movable piece 16 is a state in which the game ball cannot enter the second starting hole 15 or is difficult to enter. The second state of the normal movable piece 16 is a state in which the game ball can enter the second starting hole 15 or is easy to enter. As an example, when the normal movable piece 16 is in the first state, the normal movable piece 16 is in an open state, so that the game ball that reaches the normal movable piece 16 does not flow down toward the second starting hole 15 but flows down a passage below the normal movable piece 16. As an example, when the normal movable piece 16 is in the second state, the normal movable piece 16 is in the closed state, thereby closing the passage below the normal movable piece 16, and the game ball that reaches the normal movable piece 16 flows down toward the second start port 15. The normal movable piece 16 is in the first state when a normal winning game is not awarded. The normal movable piece 16 operates to the second state when a normal winning game is awarded. The game board YB is equipped with a first solenoid SL1 as a means for operating the normal movable piece 16 (see FIG. 5). The game board YB is equipped with a second start winning sensor SE2 that detects a game ball that has entered the second start port 15 (see FIG. 5).

[0017] The first large prize opening 18 is an opening through which the game ball enters in order to establish the conditions for awarding the prize ball. As an example, the first large prize opening 18 is located below the second starting opening 15. The game board YB is provided with a first special movable piece 19. The first special movable piece 19 is operable in a first state and a second state. The first state of the first special movable piece 19 is a state in which the game ball cannot enter the first large prize opening 18 or is difficult to enter. The second state of the first special movable piece 19 is a state in which the game ball can enter the first large prize opening 18 or is easy to enter. As an example, when the first special movable piece 19 is in the first state, the first special movable piece 19 is in a closed state, so that the game ball that reaches the first special movable piece 19 does not enter the first large prize opening 18. As an example, when the first special movable piece 19 is in the second state, the first special movable piece 19 is in the open state, and the game ball that reaches the first special movable piece 19 enters the first large winning hole 18. The first special movable piece 19 is in the first state when a small winning game is not awarded. The first special movable piece 19 operates to the second state when a small winning game is awarded. The game board YB is provided with a second solenoid SL2 as a means for operating the first special movable piece 19 (see FIG. 5). Below the first large winning hole 18, a passage 26 is formed through which the game ball that entered the first large winning hole 18 can pass. The passage 26 is formed so as to branch into a first passage 26a and a second passage 26b at a branching portion 27.

[0018] The branching portion 27 is provided with a distribution member 28 that distributes the game balls that have entered the first large prize opening 18 to either the first passage 26a or the second passage 26b. The distribution member 28 can be operated in a first state and a second state. The first state of the distribution member 28 is a state in which the game balls that have entered the first large prize opening 18 are distributed to the first passage 26a. The second state of the distribution member 28 is a state in which the game balls that have entered the first large prize opening 18 are distributed to the second passage 26b. The distribution member 28 operates in a predetermined operating pattern when a small win game is awarded. The game board YB is provided with a fourth solenoid SL4 as a means for operating the distribution member 28 (see FIG. 5).

[0019] The game board YB is provided with a first count sensor SE3 that detects a game ball that has entered the first large winning opening 18 (see FIG. 5). The first count sensor SE3 detects a game ball that passes through the passage 26. The game board YB is provided with a specific passage sensor SE5 that detects a game ball that has been distributed to the first passage 26a (see FIG. 5). The specific passage sensor SE5 detects a game ball that passes through a specific area 29 that is a part of the first passage 26a. The specific passage sensor SE5 is an example of a specific detection means that can detect that a game ball that has entered the first large winning opening 18 has passed through the specific area 29. The specific area 29 is an area through which the game ball passes in order to establish a condition for granting a special offer. As an example, the special offer is a big win game. The specific area 29 is a so-called "V area". The passing of a game ball through the specific area 29 is a so-called "V prize". Details will be given later, but in the gaming machine 10, when a gaming ball enters the first large prize opening 18 during a small prize game, passes through a specific area 29, and the specific passing sensor SE5 detects the gaming ball passing through the specific area 29, a big prize is awarded (occurs), and the big prize game is awarded (occurs).

[0020] The second large prize opening 20 is a prize opening into which the game ball enters in order to establish the conditions for awarding the prize ball. As an example, the second large prize opening 20 is located below the first large prize opening 18. The game board YB is provided with a second special movable piece 21. The second special movable piece 21 is operable in a first state and a second state. The first state of the second special movable piece 21 is a state in which the game ball cannot enter the second large prize opening 20 or is difficult to enter. The second state of the second special movable piece 21 is a state in which the game ball can enter the second large prize opening 20 or is easy to enter. As an example, when the second special movable piece 21 is in the first state, the second special movable piece 21 is in a closed state, so that the game ball that reaches the second special movable piece 21 does not enter the second large prize opening 20. As an example, when the second special movable piece 21 is in the second state, the second special movable piece 21 is in the open state, and the game ball that reaches the second special movable piece 21 enters the second large winning opening 20. The second special movable piece 21 is in the first state when a big win game is not awarded. The second special movable piece 21 operates to the second state when a big win game is awarded. The game board YB is provided with a third solenoid SL3 as a means for operating the second special movable piece 21 (see FIG. 5). The game board YB is provided with a second count sensor SE4 that detects the game ball that enters the second large winning opening 20 (see FIG. 5).

[0021] The game board YB has a gate 23. As an example, the gate 23 is located above the second start opening 15. The gate 23 has a gate opening 23a. The gate opening 23a is configured to always allow game balls to pass (enter). The gate 23 is an entrance for game balls to enter in order to establish the reserve condition of the normal game. Even if a game ball enters the gate 23, the condition for awarding a prize ball is not established. The game board YB has a gate sensor SE6 that detects game balls that have entered the gate opening 23a (see FIG. 5). The game board YB has an outlet 30. Of the game balls that have been launched into the game area YBa, those that have not entered any of the first start opening 14, the second start opening 15, the first large prize opening 18, and the second large prize opening 20 are discharged from the outlet 30 to the outside of the machine.

[0022] Next, the path along which the game ball flows will be described. The gaming machine 10 can adjust the launch strength of the gaming ball according to the operation amount (rotation amount) of the launch handle HD. In the gaming machine 10, the gaming ball can be hit so as to flow down either the left region R1a of the center frame W or the right region R2a of the center frame W. A first start hole 14 is arranged in the first flow path R1 of the gaming ball in the left region R1a. In the gaming machine 10, the gaming ball can be launched to flow down the left region R1a of the gaming region YBa, thereby entering the first start hole 14. In the following description, the launch of the gaming ball with a launch strength that launches the gaming ball so as to flow down the left region R1a is indicated as "left shot". A gate 23, a second start hole 15, a first large winning hole 18, and a second large winning hole 20 are arranged in the second flow path R2 of the gaming ball in the right region R2a. In the gaming machine 10, by shooting the gaming ball so that it flows down the right-side area R2a of the gaming area YBa, it is possible for the ball to enter the gate 23, the second start opening 15, the first large prize opening 18, and the second large prize opening 20. In the following explanation, shooting the gaming ball with a shooting intensity that causes the gaming ball to flow down the right-side area R2a is referred to as a "right hit."

[0023] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 is equipped with a ball entry assist function that assists ball entry into the second starting hole 15. The ball entry assist function assists ball entry into the second starting hole 15, and is a so-called "electric support function." The gaming machine 10 has a plurality of ball entry states that are states with different ball entry rates into the second starting hole 15. The plurality of ball entry states include a non-ball entry rate improvement state and a ball entry rate improvement state in which the ball entry rate per unit time into the second starting hole 15 is higher than that in the non-ball entry rate improvement state. The ball entry rate improvement state is a so-called "electric support state" or "high base state." The non-ball entry rate improvement state is a so-called "non-electric support state" or "low base state."

[0024] In the improved ball entry rate state and the non-improved ball entry rate state, the ball entry rate of the game ball per unit time into the first starting hole 14 is the same. In the improved ball entry rate state, the ball entry rate of the game ball per unit time into the second starting hole 15 is improved, and the game ball is more likely to enter the second starting hole 15 than the first starting hole 14. For this reason, in the improved ball entry rate state, it is recommended to hit the game ball from the right so that the game ball is more likely to enter the second starting hole 15. On the other hand, in the non-improved ball entry rate state, the ball entry rate of the game ball per unit time into the second starting hole 15 is lower than in the improved ball entry rate state, and it is more difficult for the game ball to enter the second starting hole 15 than the first starting hole 14, so it is recommended to hit the game ball from the left. In the gaming machine 10, when the ball entry assist function is activated, the ball entry state is controlled from the non-improved ball entry rate state to the improved ball entry rate state. In the improved ball entry rate state, the rate at which game balls enter the second starting hole 15 per unit time increases, making it easier to establish the reservation condition for the second special game. In this way, the improved ball entry rate state is more advantageous for game balls to enter the second starting hole 15 than the non-improved ball entry rate state. Therefore, the improved ball entry rate state can be said to be a more advantageous state for the player than the non-improved ball entry rate state.

[0025] The ball-entering rate improved state can be realized by executing one of the three controls described below, which can be selected arbitrarily, or by executing a combination of a plurality of controls. The first control is a control that shortens the fluctuation time of the normal game compared to the non-ball-entering rate improved state. The second control is a control that changes the normal winning probability in the normal lottery to a higher probability than the non-ball-entering rate improved state. The third control is a control that makes the total time during which the normal movable piece 16 is in the second state in one normal winning game longer than the non-ball-entering rate improved state. As the third control, at least one of the following controls may be performed: a control that increases the number of times the normal movable piece 16 is in the second state in one normal winning game compared to the non-ball-entering rate improved state, and a control that makes the time from when the normal movable piece 16 is in the second state to when it is in the first state in a normal winning game longer than the non-ball-entering rate improved state.

[0026] The improved ball scoring rate state may be realized by combining with the fourth control described below. The fourth control is a control for shortening the fluctuation time (average fluctuation time) of the special game compared to the non-improved ball scoring rate state. As a result, the average fluctuation time of the special game is shorter in the improved ball scoring rate state compared to the non-improved ball scoring rate state. The average fluctuation time of the special game can be calculated by dividing the cumulative time of the fluctuation time of the unit number of special games by the unit number of times, assuming that the special game is executed a unit number of times. In the improved ball scoring rate state, the number of special games that can be substantially executed per unit time increases compared to the non-improved ball scoring rate state. In other words, the efficiency of consuming reserved special games improves.

[0027] There are a normal state, a first time-saving state, a second time-saving state, a third time-saving state, and a fourth time-saving state in the game state. The normal state is a game state in which the ball entry assistance function does not operate. In other words, in the normal state, the game state is controlled to a non-ball entry rate improvement state. The first time-saving state, the second time-saving state, the third time-saving state, and the fourth time-saving state are game states in which the ball entry assistance function operates. In other words, in the first time-saving state, the second time-saving state, the third time-saving state, and the fourth time-saving state, the game state is controlled to a ball entry rate improvement state. In the first time-saving state, the second time-saving state, the third time-saving state, and the fourth time-saving state, the ball entry rate per unit time of the game ball into the second starting hole 15 is higher than in the normal state. In other words, in the first time-saving state, the second time-saving state, the third time-saving state, and the fourth time-saving state, the game ball is more likely to enter the second starting hole 15 than in the normal state. For this reason, the first time-saving state, the second time-saving state, the third time-saving state, and the fourth time-saving state are states that are more advantageous to the player than the normal state. The first time-saving state is an example of a predetermined state. The second time-saving state is an example of a first special state. The second time-saving state is an example of a predetermined state. The third time-saving state is an example of a first specific state. The fourth time-saving state is an example of a second specific state. The fourth time-saving state is an example of a second special state. The fourth time-saving state is an example of a special state.

[0028] Next, we will explain small hits. As shown in FIG. 3(a) and FIG. 3(b), the gaming machine 10 has a plurality of types of small win symbols as small win symbols of special symbols. That is, the gaming machine 10 has a plurality of types of small win symbols that can be derived in a special game as a result of the special game. The gaming machine 10 has a small win symbol ZA, a small win symbol ZB, and a small win symbol ZC as small win symbols of the first special symbol. The gaming machine 10 has a small win symbol Za, a small win symbol Zb, and a small win symbol Zc as small win symbols of the second special symbol. The small win symbol Za is an example of a special win result. The small win symbol Za is an example of a first special win result. The small win symbol Zb is an example of a special win result. The small win symbol Zb is an example of a first special win result. The small winning symbol Zc is an example of a special winning result. The small winning symbol Zc is an example of a second special winning result.

[0029] In the gaming machine 10, when a small win is won in a small win lottery (hereinafter referred to as the first small win lottery) executed based on the game ball entering the first starting hole 14, a small win pattern ZA to ZC is determined by a small win pattern lottery executed using a small win pattern random number. In the gaming machine 10, when a small win is won in a small win lottery (hereinafter referred to as the second small win lottery) executed based on the game ball entering the second starting hole 15, a small win pattern Za to Zc is determined by a small win pattern lottery executed using a small win pattern random number. In the following description, a small win game based on the small win pattern ZA is referred to as the "first small win game", a small win game based on the small win pattern ZB is referred to as the "second small win game", and a small win game based on the small win pattern ZC is referred to as the "third small win game". In the following description, the small win game based on the small win symbol Za is referred to as the "fourth small win game", the small win game based on the small win symbol Zb is referred to as the "fifth small win game", and the small win game based on the small win symbol Zc is referred to as the "sixth small win game". As an example, in the gaming machine 10, when a small win is won in the small win lottery and the small win symbol Za is determined by the small win symbol lottery, the fourth small win game is awarded (occurs) after the small win symbol Za is derived in the special game.

[0030] The gaming machine 10 is configured so that the probability of winning a small win in the first small win lottery is the same regardless of the gaming state. As an example, the probability of winning a small win in the first small win lottery is about 1 / 319 regardless of the gaming state. The gaming machine 10 is configured so that the probability of winning a small win in the second small win lottery is the same regardless of the gaming state. As an example, the probability of winning a small win in the second small win lottery is about 1 / 50 regardless of the gaming state. And, the winning probability of the small win patterns ZA to ZC, Za to Zc by the small win pattern lottery is set to a predetermined probability. The winning probability of the small win patterns ZA to ZC, Za to Zc by the small win pattern lottery is determined by the number of possible values ​​(for example, 0 to 99) of the small win pattern random number that are allocated as values ​​to win each small win pattern. The number allocated as the winning value for each small winning pattern is an example of a small winning pattern determination value.

[0031] FIG. 3(a) illustrates the allocation of values ​​to be won for small win symbols ZA to ZC when a small win is won in the first small win lottery. Specifically, the possible values ​​of the small win symbol random number are 0 to 99 (total of 100), and 25 values ​​are allocated to the small win symbol ZA, 35 values ​​to the small win symbol ZB, and 40 values ​​to the small win symbol ZC. FIG. 3(b) illustrates the allocation of values ​​to be won for small win symbols Za to Zc when a small win is won in the second small win lottery. Specifically, the possible values ​​of the small win symbol random number are 0 to 99 (total of 100), and 30 values ​​are allocated to the small win symbol Za, 50 values ​​to the small win symbol Zb, and 20 values ​​to the small win symbol Zc.

[0032] We will explain about small win games. In the small win game, first, an opening performance that can specify the start of the small win game is performed for a predetermined opening time. In the small win game, after the opening time has elapsed, a small win round game is performed in which the first special movable piece 19 operates in an operation pattern that allows a game ball to enter the first large winning hole 18. As an example, in the small win round game, the first special movable piece 19 alternates between a first state in which a game ball cannot be entered into the first large winning hole 18 or is difficult to enter, and a second state in which a game ball can be entered into the first large winning hole 18 or is easy to enter. As a result, in the gaming machine 10, when a small win game is awarded, a game ball can enter the first large winning hole 18. The first large winning hole 18 is an example of a specific winning hole into which a game ball can enter when a small win game is awarded. The small win round game ends when a predetermined upper limit number (for example, 10 balls) of game balls enter the first large winning hole 18 or when a predetermined upper limit time (for example, 10 seconds) has elapsed. The small win game ends with the end of the small win round game.

[0033] In addition, in a small win round game, the distribution member 28 operates in an operation pattern in which the game ball that entered the first large winning opening 18 can be distributed to the first passage 26a. As an example, in a small win round game, the distribution member 28 operates in a first state in which the game ball that entered the first large winning opening 18 is distributed to the first passage 26a, and then when the specific passage sensor SE5 detects a game ball passing through the specific area 29, the distribution member 28 operates in a second state in which the game ball that entered the first large winning opening 18 is distributed to the second passage 26b. In the gaming machine 10, in a small win game (small win round game), when the game ball distributed to the first passage 26a passes through the specific area 29 and the specific passage sensor SE5 detects the game ball passing through the specific area 29, a big win game is awarded (occurs) after the small win game ends. In the gaming machine 10, if the specific passage sensor SE5 does not detect a gaming ball during a small win game (small win round game), a big win game is not awarded (occurs) after the small win game ends. In this way, in the gaming machine 10, a big win game is awarded when the gaming ball passes through the specific area 29 during a small win game, whereas a big win game is not awarded when the gaming ball does not pass through the specific area 29 during a small win game. For this reason, when the gaming ball passes through the specific area 29 during a small win game, it is more advantageous for the player than when the gaming ball does not pass through the specific area 29 during a small win game.

[0034] We will explain about jackpot games. The jackpot game starts after the end of the small jackpot game, on the condition that the specific passing sensor SE5 detects a game ball in the small jackpot game. In the jackpot game, a predetermined performance is first performed for a predetermined opening time. In the jackpot game, after the opening time has elapsed, the jackpot round game is performed up to a predetermined upper limit number of times (for example, 9 times). One jackpot round game ends when a predetermined upper limit number of game balls (for example, 10 balls) enter the second large winning hole 20 or a predetermined upper limit time (for example, 25 seconds) has elapsed. When the jackpot round game starts, the second special movable piece 21 moves from the first state to the second state. When the jackpot round game ends, the second special movable piece 21 moves from the second state to the first state. In each round game, a round performance is performed. In the jackpot game, when the final jackpot round game ends, an ending presentation that can specify the end of the jackpot game is performed for a predetermined ending time. The jackpot game ends with the lapse of the ending time.

[0035] In the following description, the jackpot game that starts after the first small hit game is finished is referred to as the "first jackpot game", the jackpot game that starts after the second small hit game is finished is referred to as the "second jackpot game", and the jackpot game that starts after the third small hit game is finished is referred to as the "third jackpot game". In addition, in the following description, the jackpot game that starts after the fourth small hit game is finished is referred to as the "fourth jackpot game", the jackpot game that starts after the fifth small hit game is finished is referred to as the "fifth jackpot game", and the jackpot game that starts after the sixth small hit game is finished is referred to as the "sixth jackpot game". As an example, in the gaming machine 10, the specific passage sensor SE5 detects a game ball during the fourth small hit game, and the fourth jackpot game is awarded (occurs) after the fourth small hit game is finished.

[0036] The gaming state after the big win game ends will be explained. In the gaming machine 10, the game state controlled after the end of the big win game differs depending on the ball entry state during the small win game and the type of the big win game. If the specific passing sensor SE5 does not detect a game ball during the small win game, the big win game is not awarded after the end of the small win game and the game is controlled to the normal state.

[0037] As shown in FIG. 3(a) and FIG. 3(b), in the gaming machine 10, if the ball-entering state during the first small win game is a non-ball-entering rate-improved state, the gaming machine 10 is controlled to the first time-shortening state after the end of the first big win game. In the gaming machine 10, if the ball-entering state during the first small win game is a ball-entering rate-improved state, the gaming machine 10 is controlled to the first time-shortening state after the end of the first big win game. In the gaming machine 10, if the ball-entering state during the second small win game is a non-ball-entering rate-improved state, the gaming machine 10 is controlled to the second time-shortening state after the end of the second big win game. In the gaming machine 10, if the ball-entering state during the second small win game is a ball-entering rate-improved state, the gaming machine 10 is controlled to the first time-shortening state after the end of the second big win game. In the gaming machine 10, if the ball-entering state during the third small win game is a non-ball-entering rate-improved state, the gaming machine 10 is controlled to the normal state after the end of the third big win game. In the gaming machine 10, if the ball-entering state during the third small win game is a ball-entering rate improvement state, the game is controlled to the first time-saving state after the third big win game ends. In the gaming machine 10, if the ball-entering state during the fourth small win game is a non-ball-entering rate improvement state, the game is controlled to the third time-saving state after the fourth big win game ends. In the gaming machine 10, if the ball-entering state during the fourth small win game is a ball-entering rate improvement state, the game is controlled to the fourth time-saving state after the fourth big win game ends. In the gaming machine 10, if the ball-entering state during the fifth small win game is a non-ball-entering rate improvement state, the game is controlled to the third time-saving state after the fifth big win game ends. In the gaming machine 10, if the ball-entering state during the fifth small win game is a ball-entering rate improvement state, the game is controlled to the fourth time-saving state after the fifth big win game ends. In the gaming machine 10, if the ball entry state during the sixth small win game is a non-ball entry rate improvement state, the gaming machine 10 is controlled to the third time-saving state after the sixth big win game ends. In the gaming machine 10, if the ball entry state during the sixth small win game is a ball entry rate improvement state, the gaming machine 10 is controlled to the normal state after the sixth big win game ends.

[0038] As shown in Fig. 4, the first time-saving state is configured to be controllable until an end condition of the first time-saving state is satisfied. The end conditions of the first time-saving state include a first condition to a ninth condition. In the gaming machine 10, when any one of the first condition to the ninth condition of the first time-saving state is satisfied, the gaming machine 10 is controlled to switch from the first time-saving state to the normal state.

[0039] The first condition of the first time-shortening state is established when the number of times the first special game has been executed since being controlled to the first time-shortening state reaches a first upper limit (10 times, for example). The second condition of the first time-shortening state is established when the number of times the second special game has been executed since being controlled to the first time-shortening state reaches a second upper limit (10,000 times, for example).

[0040] The third condition of the first time-shortening state is established when the number of times the small winning symbol ZA is derived in the first special game after being controlled to the first time-shortening state reaches a third upper limit number (10 times as an example). The fourth condition of the first time-shortening state is established when the number of times the small winning symbol ZB is derived in the first special game after being controlled to the first time-shortening state reaches a third upper limit number. The fifth condition of the first time-shortening state is established when the number of times the small winning symbol ZC is derived in the first special game after being controlled to the first time-shortening state reaches a third upper limit number. In this way, the condition for controlling from the first time-shortening state to the normal state can be established when the number of times the small winning symbols ZA to ZC are derived in the special game executed when being controlled to the first time-shortening state becomes multiple times.

[0041] The sixth condition of the first time-shortening state is established when the number of times that the small winning symbol Za is derived in the second special game after being controlled to the first time-shortening state reaches the fourth upper limit number (10 times as an example). The seventh condition of the first time-shortening state is established when the number of times that the small winning symbol Zb is derived in the second special game after being controlled to the first time-shortening state reaches the fourth upper limit number. The eighth condition of the first time-shortening state is established when the number of times that the small winning symbol Zc is derived in the second special game after being controlled to the first time-shortening state reaches the fourth upper limit number. In this way, the condition for controlling the first time-shortening state to the normal state can be established when the number of times that the small winning symbols Za to Zc are derived in the special game executed while being controlled to the first time-shortening state becomes multiple times. Also, the ninth condition of the first time-shortening state is established when the small winning game ends.

[0042] In this way, the condition for controlling from the first time-shortening state to the normal state can be established when the number of times that the small winning symbols ZA to ZC are derived in the special game executed when controlled to the first time-shortening state is multiple. Also, the condition for controlling from the first time-shortening state to the normal state can be established when the number of times that the small winning symbols Za to Zc are derived in the special game executed when controlled to the first time-shortening state is multiple. The condition that can be established when the number of times that the small winning symbols Za to Zc are derived in the special game executed when controlled to the first time-shortening state is multiple is an example of a predetermined condition.

[0043] Specifically, the predetermined condition is met when the number of times the small win pattern Za is derived in the special game executed while controlled in the first time-shortening state becomes a first number of times (10 times as an example). The predetermined condition is met when the number of times the small win pattern Zb is derived in the special game executed while controlled in the first time-shortening state becomes a first number of times (10 times as an example). The predetermined condition is met when the number of times the small win pattern Zc is derived in the special game executed while controlled in the first time-shortening state becomes a second number of times (10 times as an example).

[0044] The second time-saving state is configured to be controllable until an end condition of the second time-saving state is satisfied. The end conditions of the second time-saving state include a first condition to a ninth condition. In the gaming machine 10, when any one of the first condition to the ninth condition of the second time-saving state is satisfied, the gaming machine 10 is controlled to switch from the second time-saving state to the normal state.

[0045] The first condition and the third to ninth conditions of the second time-saving state are obtained by replacing the "first time-saving state" with the "second time-saving state" in the first condition and the third to ninth conditions of the first time-saving state, and therefore detailed explanations thereof will be omitted. The second condition of the second time-saving state is met when the number of times the second special game has been executed since control was exercised in the second time-saving state reaches a fifth upper limit number (for example, 50 times).

[0046] In this way, the condition for controlling from the second time-shortening state to the normal state can be established when the number of times that the small winning symbols ZA to ZC are derived in the special game executed when controlled to the second time-shortening state is multiple. Also, the condition for controlling from the second time-shortening state to the normal state can be established when the number of times that the small winning symbols Za to Zc are derived in the special game executed when controlled to the second time-shortening state is multiple. The condition that can be established when the number of times that the small winning symbols Za to Zc are derived in the special game executed when controlled to the second time-shortening state is multiple is an example of a predetermined condition.

[0047] Specifically, the predetermined condition is met when the number of times the small win pattern Za is derived in the special game executed while controlled in the second time-shortening state becomes a first number of times (10 times as an example). The predetermined condition is met when the number of times the small win pattern Zb is derived in the special game executed while controlled in the second time-shortening state becomes a first number of times (10 times as an example). The predetermined condition is met when the number of times the small win pattern Zc is derived in the special game executed while controlled in the second time-shortening state becomes a second number of times (10 times as an example).

[0048] The third time-saving state is configured to be controllable until an end condition of the third time-saving state is satisfied. The end conditions of the third time-saving state include a first condition to a ninth condition. In the gaming machine 10, when any one of the first condition to the ninth condition of the third time-saving state is satisfied, the gaming machine 10 is controlled to switch from the third time-saving state to the normal state.

[0049] The first condition, the third condition to the sixth condition, and the ninth condition of the third time-saving state are conditions obtained by replacing the first condition, the third condition to the sixth condition, and the ninth condition of the first time-saving state with the third time-saving state, and therefore detailed explanations thereof will be omitted. The second condition of the third time-saving state is established when the number of times the second special game is executed after being controlled to the third time-saving state reaches the sixth upper limit number (70 times as an example). The seventh condition of the third time-saving state is established when the number of times the small winning symbol Zb is derived in the second special game after being controlled to the third time-saving state reaches the seventh upper limit number (1 time as an example). The eighth condition of the third time-saving state is established when the number of times the small winning symbol Zc is derived in the second special game after being controlled to the third time-saving state reaches the seventh upper limit number.

[0050] In this way, the condition for controlling from the third time-saving state to the normal state can be established when the number of times that the small winning symbols ZA to ZC are derived in the special game executed when controlled to the third time-saving state becomes multiple. Also, the condition for controlling from the third time-saving state to the normal state is established when the number of times that the small winning symbol Za is derived in the special game executed when controlled to the third time-saving state becomes multiple. The condition for controlling from the third time-saving state to the normal state can be established when the number of times that the small winning symbol Zb and the small winning symbol Zc are derived in the special game executed when controlled to the third time-saving state becomes 1.

[0051] The fourth time-saving state is configured to be controllable until an end condition of the fourth time-saving state is satisfied. The end conditions of the fourth time-saving state include a first condition to a ninth condition. In the gaming machine 10, when any one of the first condition to the ninth condition of the fourth time-saving state is satisfied, the gaming machine 10 is controlled to switch from the fourth time-saving state to the normal state.

[0052] The first to fifth conditions and the ninth condition of the fourth time-saving state are conditions obtained by replacing the first to fifth conditions and the ninth condition of the first time-saving state with the fourth time-saving state, and therefore a detailed description thereof will be omitted. The sixth condition of the fourth time-saving state is met when the number of times that the small winning symbol Za is derived in the second special game after being controlled to the fourth time-saving state reaches the seventh upper limit. The seventh condition of the fourth time-saving state is met when the number of times that the small winning symbol Zb is derived in the second special game after being controlled to the fourth time-saving state reaches the seventh upper limit. The eighth condition of the fourth time-saving state is met when the number of times that the small winning symbol Zc is derived in the second special game after being controlled to the fourth time-saving state reaches the seventh upper limit.

[0053] In this way, the condition for controlling from the fourth time-saving state to the normal state can be established when the number of times that the small winning symbols ZA to ZC are derived in the special game executed while controlled to the fourth time-saving state becomes multiple. Also, the condition for controlling from the fourth time-saving state to the normal state is established when the number of times that the small winning symbols Za to Zc are derived in the special game executed while controlled to the fourth time-saving state becomes 1. The condition that is established when the number of times that the small winning symbols Za to Zc are derived in the special game executed while controlled to the fourth time-saving state becomes 1 is an example of a special condition.

[0054] Specifically, the special condition is established when the number of times the small win symbol Za is derived in the special game executed while controlled in the fourth time-saving state becomes 1. The special condition is established when the number of times the small win symbol Zb is derived in the special game executed while controlled in the fourth time-saving state becomes 1. The special condition is established when the number of times the small win symbol Zc is derived in the special game executed while controlled in the fourth time-saving state becomes 1.

[0055] The display effects that can be executed by the effect display device 12 will be described below. The performance display device 12 displays a performance game as an example of a display performance. In the performance game, multiple rows of performance symbols are displayed in a variable manner, and a combination of performance symbols (hereinafter referred to as a symbol combination) is ultimately derived. The performance symbols are also called "decorative symbols" or "ornamental symbols." As an example, the performance game is performed by displaying (scrolling) the performance symbols of the left, center, and right pattern rows in a variable manner in a predetermined direction.

[0056] The presentation game is started together with the special game and is ended together with the special game. In the presentation game, a symbol combination according to the special symbol derived in the special game is derived. When a small winning symbol is derived in the special game, a small winning symbol combination is derived in the presentation game. A small winning symbol combination is a symbol combination in which the presentation symbols in all rows are the same, such as "777". When a losing symbol is derived in the special game, a losing symbol combination is derived in the presentation game. An example of a losing symbol combination is a symbol combination in which the presentation symbols in at least some of the symbol rows are different from the presentation symbols in the other symbol rows, such as "738" or "787".

[0057] In the presentation game, when a reach is formed, a reach presentation is executed. A reach is a state in which the same presentation pattern is temporarily stopped in a plurality of specific pattern rows, and the presentation pattern is continuously displayed in a variable manner in other pattern rows. As an example, in this embodiment, the left and right pattern rows correspond to the specific pattern rows, and the center pattern row corresponds to the other pattern rows. The reach presentation includes a normal reach presentation and a super reach presentation, which has a higher small win expectation rate than the normal reach presentation. The small win expectation rate can be calculated by the ratio of the appearance rate of a small win to the total appearance rate, which is the sum of the appearance rate of a miss and the appearance rate of a small win.

[0058] The electrical configuration of the gaming machine 10 will be described. As shown in Fig. 5, the gaming machine 10 includes a main control board 40 and a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). The sub-control board 50 controls the performance device based on the various control commands output by the main control board 40.

[0059] First, the main control board 40 will be described. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main CPU 41a) and a storage unit. The main CPU 41a executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main ROM 41b) from which information can be read but to which information cannot be written, and a RAM area (hereinafter referred to as the main RAM 41c) from which information can be read and written.

[0060] The main ROM 41b stores judgment values ​​and tables used for various judgments and lotteries. The main ROM 41b stores a small win judgment value used to judge whether or not a small win has been won in a small win lottery. The main ROM 41b stores a small win pattern judgment value used in a small win pattern lottery. The main ROM 41b stores an effect judgment value used in an effect lottery. The effect lottery is a lottery that determines whether or not a reach effect is executed.

[0061] The main ROM 41b stores a plurality of kinds of variation patterns. The variation pattern is information capable of identifying the variation time from the start to the end of the special game. The variation pattern is information capable of identifying at least a part of the presentation content (variation content) of the presentation game performed during the execution of the special game. The variation patterns include a small win variation pattern and a miss variation pattern. The small win variation pattern is a variation pattern that ultimately derives a small win symbol combination. The miss variation pattern is a variation pattern that ultimately derives a miss symbol combination.

[0062] The variation patterns include a variation pattern that can be determined in a normal state, a variation pattern that can be determined in a first time-saving state, a variation pattern that can be determined in a second time-saving state, a variation pattern that can be determined in a third time-saving state, and a variation pattern that can be determined in a fourth time-saving state. In the gaming machine 10, some or all of the variation patterns that can be determined differ depending on the gaming state. As an example, some or all of the variation patterns that can be determined in the second time-saving state and the variation patterns that can be determined in the fourth time-saving state differ from each other.

[0063] The fluctuation time set in the fluctuation pattern that can be determined in a game state different from the normal state (any of the first to fourth time-saving states) is shorter, or is often shorter, than the fluctuation time set in the fluctuation pattern that can be determined in the normal state. In other words, the average fluctuation time of the special game in a game state different from the normal state is shorter than that in the normal state. Also, the fourth time-saving state has a shorter average fluctuation time of the special game than that in the first to third time-saving states. The first time-saving state has a shorter average fluctuation time of the special game than that in the second and third time-saving states. The third time-saving state has a shorter average fluctuation time of the special game than that in the second time-saving state.

[0064] The main RAM 41c stores various information that is rewritten depending on the results of processing by the main CPU 41a. As an example, the information stored in the main RAM 41c is a flag, a counter, a timer, etc. The microprocessor 41 includes a random number circuit (not shown) that generates hardware random numbers. The microprocessor 41 may be capable of generating software random numbers by the random number generation process by the main CPU 41a.

[0065] The main control board 40 is connected to the sensors SE1 to SE6. The main CPU 41a is configured to be able to input a detection signal output when the sensors SE1 to SE6 detect a game ball. The main control board 40 is connected to the display units 13a to 13f. The main CPU 41a is configured to be able to control the display contents of the display units 13a to 13f. The main control board 40 is connected to the solenoids SL1 to SL4. The main CPU 41a is configured to be able to control the operation of the normal movable piece 16 by controlling the operation of the first solenoid SL1. The main CPU 41a is configured to be able to control the operation of the first special movable piece 19 by controlling the operation of the second solenoid SL2. The main CPU 41a is configured to be able to control the operation of the second special movable piece 21 by controlling the operation of the third solenoid SL3. The main CPU 41a is configured to be able to control the operation of the sorting member 28 by controlling the operation of the fourth solenoid SL4.

[0066] The sub-control board 50 will now be described. The sub-control board 50 includes a sub-CPU 50a, a sub-ROM 50b, and a sub-RAM 50c. The sub-CPU 50a executes a program for sub-control to perform various processes related to the performance. The sub-CPU 50a executes processes related to the execution of the performance based on a control command input from the main CPU 41a. The sub-ROM 50b stores the sub-control program and a judgment value used for drawing the performance. The sub-ROM 50b stores display performance data used for the display performance, light-emitting performance data used for the light-emitting performance, and sound performance data used for the sound performance. The sub-RAM 50c stores various information that is rewritten during the operation of the gaming machine 10. As an example, the information stored in the sub-RAM 50c includes a flag, a counter, and a timer. The sub-control board 50 is configured to be able to generate software random numbers by a random number generation process by the sub-CPU 50a. The sub-control board 50 may be equipped with a random number circuit and be able to generate hardware random numbers.

[0067] The sub-control board 50 is connected to the performance display device 12. The sub-CPU 50a is configured to be able to control the display content of the performance display device 12. The sub-control board 50 is connected to a decorative lamp LA. The sub-CPU 50a is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control board 50 is connected to a speaker SP. The sub-CPU 50a is configured to be able to control the output mode of the speaker SP. The sub-CPU 50a is an example of a performance control means that controls the performance display device 12, the decorative lamp LA, and the speaker SP as a performance execution means.

[0068] Next, various processes performed by the main CPU 41a of the main control board 40 will be described. The main CPU 41a executes a special symbol input process, a special symbol start process, a small win game process, a big win game process, a normal symbol input process, a normal symbol start process, and a normal win game process as timer interrupt processes performed at a predetermined cycle (for example, 4 ms). In this embodiment, the control information (control command) stored in the output buffer is output to the sub-control board 50 by an information output process executed as a timer interrupt process.

[0069] First, the special symbol input process will be described. In the special symbol input process, the main CPU 41a judges whether the game ball has entered the first start hole 14 based on whether a detection signal has been input from the first start winning sensor SE1. When the game ball has entered the first start hole 14, the main CPU 41a judges whether the first special reserved number stored in the main RAM 41c is less than the upper limit number. When the first special reserved number is less than the upper limit number, the main CPU 41a adds 1 to the first special reserved number to update it. Next, the main CPU 41a controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. The main CPU 41a stores a control command that can identify the first special reserved number (hereinafter, referred to as the first reserved command) in the output buffer.

[0070] Next, the main CPU 41a acquires the random numbers generated by the random number circuit, and stores random number information based on the acquired random numbers in the main RAM 41c. As an example, the random numbers are a small win random number used in a small win lottery, a small win pattern random number used to determine a small win pattern, a variation pattern random number used to determine a variation pattern, and a performance determination random number used in a performance lottery. The main CPU 41a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. By storing the random number information used in the first special game in the main RAM 41c, the gaming machine 10 can suspend the execution of the first special game until the execution condition of the first special game is established.

[0071] When the random number information for the first special game is stored in the main RAM 41c, if the game ball has not entered the first start hole 14 and if the number of first special reserved balls is not less than the upper limit number, the main CPU 41a judges whether the game ball has entered the second start hole 15 based on whether a detection signal has been input from the second start winning sensor SE2. If the game ball has not entered the second start hole 15, the main CPU 41a ends the special symbol input process. If the game ball has entered the second start hole 15, the main CPU 41a judges whether the number of second special reserved balls stored in the main RAM 41c is less than the upper limit number. If the number of second special reserved balls is not less than the upper limit number, the main CPU 41a ends the special symbol input process. If the number of second special reserved balls is less than the upper limit number, the main CPU 41a adds 1 to the second special reserved number to update it. The main CPU 41a controls the second special reserved display unit 13d to display information that can identify the updated second special reserved number. The main CPU 41a stores a control command capable of identifying the second special reservation number (hereinafter, referred to as a second reservation command) in an output buffer.

[0072] Next, the main CPU 41a acquires the random numbers generated by the random number circuit, and stores random number information based on the acquired random numbers in the main RAM 41c. The main CPU 41a 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 41c, the gaming machine 10 can suspend the execution of the second special game until the execution condition of the second special game is satisfied. After that, the main CPU 41a ends the special symbol input process.

[0073] Next, the special symbol start process will be described. In the special symbol start process, the main CPU 41a judges whether or not a special game can be executed. The main CPU 41a judges positively when neither a small win game nor a big win game is being played, and when a special game is not being played. On the other hand, the main CPU 41a judges negatively when a small win game, a big win game, or a special game is being played. When a special game cannot be executed, the main CPU 41a ends the special symbol start process. When a special game can be executed, the main CPU 41a judges whether or not the second special reserved number is 1 or more. When the second special reserved number is not 1 or more, the main CPU 41a judges whether or not the first special reserved number is less than 1. When the first special reserved number is less than 1, the main CPU 41a ends the special symbol start process.

[0074] If the first special reserved number is not less than 1, the main CPU 41a performs a process to execute the first special game. Specifically, the main CPU 41a updates the first special reserved number by subtracting 1. The main CPU 41a controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. Then, the main CPU 41a performs a first small win lottery. The main CPU 41a acquires the random number information stored first among the random number information for the first special game from the main RAM 41c. Next, the main CPU 41a performs a first small win lottery to determine whether or not a small win is won, using the small win random number and the small win determination value identified from the acquired random number information. As an example, the possible values ​​of the small win random number are 0 to 65535.

[0075] The main CPU 41a performs a first small win lottery in which the probability of winning a small win is the same regardless of the game state. In other words, the main CPU 41a performs a first small win lottery in which the probability of winning a small win is always constant. As an example, in the first small win lottery, the main CPU 41a determines that a small win has occurred when the acquired small win random number is a value (0 to 204) equal to or less than the small win determination value (for example, 204). Therefore, the small win probability in the first small win lottery is "205 / 65536". In this way, in the gaming machine 10, a small win lottery is performed based on the game ball entering the first starting hole 14.

[0076] When a small win is won, the main CPU 41a performs a small win game process. In the small win game process, the main CPU 41a performs a small win pattern lottery using a small win pattern random number and a small win pattern determination value that can be specified from the random number information, and determines a small win pattern to be derived in the first special game. In this way, in the gaming machine 10, a small win pattern lottery is executed based on the game ball entering the first start hole 14. The small win pattern determination value is the same value regardless of the game state. The main CPU 41a determines the type of the variation pattern table. The type of the variation pattern table differs depending on the game state. The main CPU 41a executes a process (hereinafter, referred to as a variation pattern determination process) for determining a variation pattern based on the determined variation pattern table. In the variation pattern determination process, the main CPU 41a determines a small win variation pattern using a variation pattern random number that can be specified from the random number information. After that, the main CPU 41a ends the special pattern start process.

[0077] If the small win is not won, the main CPU 41a performs a loss game process. In the loss game process, the main CPU 41a determines a loss symbol as a special symbol to be derived in the first special game. The main CPU 41a performs a performance lottery and determines whether or not to execute a reach performance. The main CPU 41a determines a loss variation pattern by executing a variation pattern determination process. After that, the main CPU 41a ends the special symbol start process.

[0078] When the second special reserve number is 1 or more, the main CPU 41a executes a process to execute a second special game. The process to execute a second special game is a process in which the "first special game" is replaced with the "second special game", the "first special reserve number" is replaced with the "second special reserve number", the "first special reserve display section 13c" is replaced with the "second special reserve display section 13d", and the "first start port 14" is replaced with the "second start port 15" in the process to execute a first special game, and therefore a detailed description thereof will be omitted.

[0079] In addition, the process of executing the second special game is a process in which the "first small win lottery" in the process of executing the first special game is replaced with "second small win lottery". The main CPU 41a performs a second small win lottery in which the probability of winning a small win is the same regardless of the game state. In other words, the main CPU 41a performs a second small win lottery in which the small win is always won with a certain probability. As an example, in the second small win lottery, the main CPU 41a judges that a small win has occurred when the numerical value of the acquired small win random number is a numerical value (0 to 1309) equal to or less than the small win judgment value (1309 as an example). Therefore, the small win probability in the second small win lottery is "1310 / 65536". Then, when a small win is won, the main CPU 41a performs a small win pattern lottery and determines the small win pattern to be derived in the second special game. In this manner, in the gaming machine 10, a small win lottery and a small win symbol lottery are executed based on the entry of the gaming ball into the second starting hole 15.

[0080] As described above, in the gaming machine 10, as a result of the small win lottery and the small win pattern lottery, one of the small win patterns ZA to ZC, Za to Zc, and a losing pattern is determined. Determining one of the small win patterns ZA to ZC, Za to Zc in the small win lottery and the small win pattern lottery is an example of the result of the small win lottery and the small win pattern lottery being a specific result. Determining the small win pattern Za in the small win lottery and the small win pattern lottery is an example of the result of the small win lottery and the small win pattern lottery being a first specific result. Determining the small win pattern Zb in the small win lottery and the small win pattern lottery is an example of the result of the small win lottery and the small win pattern lottery being a second specific result. Determining the small win pattern Zc in the small win lottery and the small win pattern lottery is an example of the result of the small win lottery and the small win pattern lottery being the second specific result.

[0081] In addition, the determination of any of the small winning patterns ZA-ZC, Za-Zc in the small winning lottery and small winning pattern lottery is an example of the result of the small winning lottery and small winning pattern lottery being a special result. The determination of the small winning pattern Za in the small winning lottery and small winning pattern lottery is an example of the result of the small winning lottery and small winning pattern lottery being a first special result. The determination of the small winning pattern Zb in the small winning lottery and small winning pattern lottery is an example of the result of the small winning lottery and small winning pattern lottery being a first special result. The determination of the small winning pattern Zc in the small winning lottery and small winning pattern lottery is an example of the result of the small winning lottery and small winning pattern lottery being a second special result.

[0082] In the gaming machine 10, the small win determination value used in the small win lottery is the same regardless of the gaming state, and the small win pattern determination value used in the small win pattern lottery is the same regardless of the gaming state. In other words, the normal state, the first time-shortening state, the second time-shortening state, the third time-shortening state, and the fourth time-shortening state have the same probability of determining any one of the small win patterns ZA to ZC, Za to Zc in the small win lottery and small win pattern lottery executed based on the game ball entering the first starting hole 14. Also, the normal state, the first time-shortening state, the second time-shortening state, the third time-shortening state, and the fourth time-shortening state have the same probability of determining any one of the small win patterns ZA to ZC, Za to Zc in the small win lottery and small win pattern lottery executed based on the game ball entering the second starting hole 15.

[0083] The main CPU 41a stores a variation start command and a special symbol command in an output buffer in a small win game process or a loss game process. The variation start command is a control command capable of specifying a variation pattern determined in each game process and the start of a special game (performance game). The special symbol command is a control command capable of specifying a special symbol determined in each game process. The variation start command and the special symbol command are different control commands when the game process of the first special game is executed and when the game process of the second special game is executed.

[0084] When the special symbol start process is ended, the main CPU 41a executes the first special game or the second special game by a process separate from the special symbol start process. Specifically, when the main CPU 41a executes the first special game, it controls the first special symbol display unit 13a to start the variable display of a predetermined symbol. The main CPU 41a measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main CPU 41a controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. When the variable time determined in the variable pattern has elapsed, the main CPU 41a stores a control command (hereinafter, referred to as a variable end command) capable of identifying the end of the special game in the output buffer. As described above, in the gaming machine 10, the special game is executed based on the entry of a gaming ball into the first start hole 14.

[0085] On the other hand, when the main CPU 41a executes the second special game, it controls the second special symbol display unit 13b to start the variable display of a predetermined symbol. The main CPU 41a measures the variable time determined in the variable pattern. When the variable time determined in the variable pattern has elapsed, the main CPU 41a controls the second special symbol display unit 13b to derive the special symbol determined in the special symbol start process. When the variable time determined in the variable pattern has elapsed, the main CPU 41a stores a variable end command in the output buffer. As described above, in the gaming machine 10, the special game is executed based on the entry of a gaming ball into the second start hole 15.

[0086] Next, the small win game processing and the big win game processing will be explained. The small win game process is a process for awarding a small win game. When the main CPU 41a derives a small win symbol in the special game, the main CPU 41a executes the small win game process after the end of the small win special game. The main CPU 41a awards a small win game based on the small win symbol (i.e., the type of small win) determined in the special symbol start process.

[0087] The small win games include the first small win game that is awarded when the small win pattern ZA is determined in the small win lottery and the small win pattern lottery, the second small win game that is awarded when the small win pattern ZB is determined in the small win lottery and the small win pattern lottery, and the third small win game that is awarded when the small win pattern ZC is determined in the small win lottery and the small win pattern lottery. The small win games include the fourth small win game that is awarded when the small win pattern Za is determined in the small win lottery and the small win pattern lottery, the fifth small win game that is awarded when the small win pattern Zb is determined in the small win lottery and the small win pattern lottery, and the sixth small win game that is awarded when the small win pattern Zc is determined in the small win lottery and the small win pattern lottery. The fourth small win game is an example of the first specific win game. The fourth small win game is an example of the first special win game. The fourth small win game is an example of the special win game. The fifth small win game is an example of the second specific win game. The fifth small win game is an example of the first special win game. The fifth small win game is an example of the special win game. The sixth small win game is an example of the second specific win game. The sixth small win game is an example of the second special win game. The sixth small win game is an example of the special win game. In the gaming machine 10, regardless of whether the awarded small win game is any of the first small win game to the sixth small win game, the small win game processing described below is executed.

[0088] In the small win game processing, the main CPU 41a stores a control command (hereinafter, referred to as a small win opening command) capable of identifying the start of the opening time of the small win game in the output buffer. When the opening time has elapsed, the main CPU 41a performs processing for executing the small win round game. In other words, the main CPU 41a controls the second solenoid SL2 so that the first special movable piece 19 operates in an operation pattern that allows the game ball to enter the first large winning opening 18. In addition, the main CPU 41a controls the fourth solenoid SL4 so that the distribution member 28 operates in a predetermined operation pattern that allows the game ball that has entered the first large winning opening 18 to be distributed to the first passage 26a.

[0089] When the specific passage sensor SE5 detects a game ball during a small win game (small win round game), the main CPU 41a stores in the main RAM 41c information (hereinafter, referred to as specific passage information) that can specify that the game ball that entered the first large winning opening 18 during the small win game has passed through the specific area 29. The main CPU 41a also stores in the output buffer a control command (hereinafter, referred to as specific passage command) that can specify that the game ball that entered the first large winning opening 18 during the small win game has passed through the specific area 29. When the number of game balls detected by the first count sensor SE3 reaches the upper limit number described above or the upper limit time has elapsed, the main CPU 41a ends the small win round game and ends the small win game. In this way, in the gaming machine 10, when the result of the small win lottery and the small win pattern lottery is one of the small win patterns ZA to ZC, Za to Zc, a small win game is awarded. The small win game is an example of a specific win game. The small win game is an example of a special win game.

[0090] When the main CPU 41a ends the small win game, it judges whether or not the specific passing information is stored in the main RAM 41c. If the specific passing information is not stored in the main RAM 41c, the main CPU 41a does not award a big win game after ending the small win game. If the specific passing information is stored in the main RAM 41c, the main CPU 41a executes a big win game process as a process for awarding a big win game after ending the small win game. The main CPU 41a specifies the type of big win game based on the type of the ended small win game. The main CPU 41a awards the specified type of big win game. In the gaming machine 10, the big win game process described below is executed regardless of whether the awarded big win game is any of the first to sixth big win games.

[0091] In the jackpot game process, the main CPU 41a stores a control command (hereinafter, referred to as a jackpot opening command) capable of specifying the start of the opening time of the jackpot game in the output buffer. When the opening time has elapsed, the main CPU 41a performs a process for executing the jackpot round game. In other words, the main CPU 41a controls the third solenoid SL3 so that the second special movable piece 21 operates in an operation pattern that allows the game ball to enter the second large winning hole 20. When the number of game balls detected by the first count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the main CPU 41a ends the jackpot round game.

[0092] The main CPU 41a repeats the jackpot round play until the predetermined upper limit number of times (for example, 9 times) is completed. Each time the main CPU 41a starts a jackpot round play, it stores a control command (hereinafter, referred to as a jackpot round command) capable of identifying the start of the jackpot round play in the output buffer. When the main CPU 41a ends the final jackpot round play, it stores a control command (hereinafter, referred to as a jackpot ending command) capable of identifying the start of the ending time in the output buffer. When the ending time has elapsed, the main CPU 41a ends the jackpot play.

[0093] Next, a description will be given of the processing related to the game state performed by the main CPU 41a. The main CPU 41a which performs the processing related to the game state is an example of a game state control means which controls the game state. The main CPU 41a is configured to be able to control the game state by updating the game state information stored in the main RAM 41c. Specifically, when the main CPU 41a controls to the normal state, it stores information that can specify that it is being controlled to the normal state (hereinafter referred to as normal information) in the main RAM 41c as game state information. At this time, the main CPU 41a stores information that can specify that it is being controlled to the normal state (hereinafter referred to as normal command) in the output buffer. Also, when the main CPU 41a controls to the normal state, it stores information that can specify that the scoring state is a non-scoring rate improvement state (hereinafter referred to as non-scoring rate improvement information) in the main RAM 41c as scoring state information. As a result, the main CPU 41a controls the scoring state to a non-scoring rate improvement state.

[0094] When the main CPU 41a controls the game to the first time-shortening state, the main CPU 41a stores information that can identify that the game is controlled to the first time-shortening state (hereinafter referred to as the first time-shortening information) in the main RAM 41c as game state information. At this time, the main CPU 41a stores information that can identify that the game is controlled to the first time-shortening state (hereinafter referred to as the first time-shortening command) in the output buffer. When the main CPU 41a controls the game to the second time-shortening state, the main CPU 41a stores information that can identify that the game is controlled to the second time-shortening state (hereinafter referred to as the second time-shortening information) in the main RAM 41c as game state information. At this time, the main CPU 41a stores information that can identify that the game is controlled to the second time-shortening state (hereinafter referred to as the second time-shortening command) in the output buffer.

[0095] When the main CPU 41a controls the game to the third time-shortening state, the main CPU 41a stores information that can identify that the game is being controlled to the third time-shortening state (hereinafter referred to as the third time-shortening information) in the main RAM 41c as game state information. At this time, the main CPU 41a stores information that can identify that the game is being controlled to the third time-shortening state (hereinafter referred to as the third time-shortening command) in the output buffer. When the main CPU 41a controls the game to the fourth time-shortening state, the main CPU 41a stores information that can identify that the game is being controlled to the fourth time-shortening state (hereinafter referred to as the fourth time-shortening information) in the output buffer. In addition, when the main CPU 41a controls the game to any one of the first time-shortening state to the fourth time-shortening state, the main CPU 41a stores information that can identify that the game is being controlled to the fourth time-shortening state (hereinafter referred to as the fourth time-shortening command) in the main RAM 41c as game state information. As a result, the main CPU 41a controls the ball scoring state to a state in which the ball scoring rate is improved.

[0096] During a small hit game, the main CPU 41a stores information (hereinafter referred to as small hit ball winning state information) in the main RAM 41c that can identify whether the ball winning state during a small hit game is a non-ball winning rate improvement state or a ball winning rate improvement state.

[0097] When the main CPU 41a ends the first big win game, it specifies the ball entry state during the first small win game before the first big win game starts. The main CPU 41a determines the game state to be controlled after the end of the first big win game according to the ball entry state during the first small win game. If the ball entry state during the first small win game is a non-ball entry rate improvement state, the main CPU 41a controls to the first time-shortening state when the first big win game ends. If the ball entry state during the first small win game is a ball entry rate improvement state, the main CPU 41a controls to the first time-shortening state when the first big win game ends. When the main CPU 41a ends the second big win game, it specifies the ball entry state during the second small win game before the second big win game starts. The main CPU 41a determines the game state to be controlled after the end of the second big win game according to the ball entry state during the second small win game. When the ball entry state during the second small win game is a non-ball entry rate improvement state, the main CPU 41a controls the game to the second time-shortening state when the second big win game is ended. When the ball entry state during the second small win game is a ball entry rate improvement state, the main CPU 41a controls the game to the first time-shortening state when the second big win game is ended. When the main CPU 41a ends the third big win game, it specifies the ball entry state during the third small win game before the third big win game starts. The main CPU 41a determines the game state to be controlled after the end of the third big win game according to the ball entry state during the third small win game. When the ball-entering state during the third small win game is the non-ball-entering rate improvement state, the main CPU 41a controls the state to the normal state when the third big win game is ended. When the ball-entering state during the third small win game is the ball-entering rate improvement state, the main CPU 41a controls the state to the first time-saving state when the third big win game is ended.

[0098] When the main CPU 41a ends the fourth jackpot game, it specifies the ball entry state during the fourth small jackpot game before the fourth jackpot game starts. The main CPU 41a determines the game state to be controlled after the fourth jackpot game ends according to the ball entry state during the fourth small jackpot game. If the ball entry state during the fourth small jackpot game is a non-ball entry rate improvement state, the main CPU 41a controls the game to the third time-shortening state when the fourth jackpot game ends. If the ball entry state during the fourth small jackpot game is a ball entry rate improvement state, the main CPU 41a controls the game to the fourth time-shortening state when the fourth jackpot game ends. When the main CPU 41a ends the fifth jackpot game, it specifies the ball entry state during the fifth small jackpot game before the fifth jackpot game starts. The main CPU 41a determines the game state to be controlled after the end of the fifth big win game according to the ball entry state during the fifth small win game. When the ball entry state during the fifth small win game is a non-ball entry rate improvement state, the main CPU 41a controls the fifth big win game to the third time-saving state when the fifth small win game is ended. When the ball entry state during the fifth small win game is a ball entry rate improvement state, the main CPU 41a controls the fifth big win game to the fourth time-saving state when the fifth big win game is ended. When the main CPU 41a ends the sixth big win game, it specifies the ball entry state during the sixth small win game before the sixth big win game starts. The main CPU 41a determines the game state to be controlled after the end of the sixth big win game according to the ball entry state during the sixth small win game. When the ball-entering state during the sixth small win game is the non-ball-entering rate improvement state, the main CPU 41a controls the sixth big win game to the third time-saving state when the sixth small win game is ended. When the ball-entering state during the sixth small win game is the ball-entering rate improvement state, the main CPU 41a controls the sixth big win game to the normal state when the sixth big win game is ended.

[0099] When the main CPU 41a ends the big win game, the main CPU 41a stores information regarding the end of the game state according to the game state controlled after the end of the big win game. Specifically, when the main CPU 41a controls the game state to any one of the first time-saving state to the fourth time-saving state after the end of the big win game, the main CPU 41a stores the first upper limit number (10 times as an example) which is the upper limit number of times that the first special game can be executed in the controlled game state as the first time-saving number in the main RAM 41c. The first time-saving number is information that can specify the remaining number of times that the first special game can be executed in the game state controlled when the small win game is not awarded after the game state is controlled to any one of the first time-saving state to the fourth time-saving state. The main CPU 41a stores a control command that can specify the first time-saving number (hereinafter, referred to as a first time-saving number command) in the output buffer.

[0100] After controlling the state to any one of the first time-saving state to the fourth time-saving state, the main CPU 41a updates the first time-saving count stored in the main RAM 41c (subtracts 1, for example) every time the first special game is ended. When the main CPU 41a updates the first time-saving count, it stores a first time-saving count command capable of identifying the updated first time-saving count in the output buffer. When the updated first time-saving count becomes 0, the main CPU 41a controls the state to the normal state. In other words, when the updated first time-saving count becomes 0, the main CPU 41a controls the state to the non-ball-going-rate-improved state.

[0101] When the main CPU 41a controls the state to be either the first time-saving state or the fourth time-saving state after the end of the jackpot game, the main CPU 41a stores in the main RAM 41c the second upper limit number (10,000 times as an example), which is the upper limit number of times the second special game can be executed in the controlled game state, as the second time-saving number. When the main CPU 41a controls the state to be the second time-saving state after the end of the jackpot game, the main CPU 41a stores in the main RAM 41c the fifth upper limit number (50 times as an example), which is the upper limit number of times the second special game can be executed in the second time-saving state, as the second time-saving number. When the main CPU 41a controls the state to be the third time-saving state after the end of the jackpot game, the main CPU 41a stores in the main RAM 41c the sixth upper limit number (70 times as an example), which is the upper limit number of times the second special game can be executed in the third time-saving state, as the second time-saving number. The second time-saving number is information that can specify the remaining number of the second special game that can be executed in the game state controlled when the small win game is not awarded after being controlled to any one of the first time-saving state to the fourth time-saving state. The main CPU 41a stores a control command that can specify the second time-saving number (hereinafter, referred to as the second time-saving number command) in the output buffer.

[0102] After controlling the state to any one of the first to fourth time-shortening states, the main CPU 41a updates the second time-shortening count stored in the main RAM 41c (subtracts 1, for example) every time the second special game is ended. When the main CPU 41a updates the second time-shortening count, the main CPU 41a stores a second time-shortening count command capable of identifying the updated second time-shortening count in the output buffer. When the updated second time-shortening count becomes 0, the main CPU 41a controls the state to the normal state. In other words, when the updated second time-shortening count becomes 0, the main CPU 41a controls the state to the non-ball-going-rate-improved state.

[0103] In this way, the first time-saving state can be controlled so that the number of times the second special game is executed after being controlled to the first time-saving state reaches the second upper limit number. The second time-saving state can be controlled so that the number of times the second special game is executed after being controlled to the second time-saving state reaches the fifth upper limit number. The fifth upper limit number is an example of the first special upper limit number. The third time-saving state can be controlled so that the number of times the second special game is executed after being controlled to the third time-saving state reaches the sixth upper limit number. The sixth upper limit number is an example of the first specific upper limit number. The fourth time-saving state can be controlled so that the number of times the second special game is executed after being controlled to the fourth time-saving state reaches the second upper limit number. The second upper limit number is an example of the second specific upper limit number. The second upper limit number is an example of the second special upper limit number. The second upper limit number is greater than the fifth upper limit number. The second upper limit number is greater than the sixth upper limit number.

[0104] When the main CPU 41a controls the game state to any one of the first to fourth time-saving states after the end of the big win game, the main CPU 41a stores the third upper limit number (10 times as an example), which is the upper limit number of times of derivation of the small win pattern ZA that can be derived in the controlled game state, in the main RAM 41c as the first derivation number. The first derivation number is information that can specify the remaining number of times of the small win pattern ZA that can be derived in the controlled game state after the game state is controlled to any one of the first to fourth time-saving states.

[0105] After controlling to any one of the first time-saving state to the fourth time-saving state, when the small winning symbol ZA is derived, the main CPU 41a updates the first derivation number stored in the main RAM 41c (subtracts 1, for example). When the first derivation number after the update becomes 0, the main CPU 41a controls to the normal state. In other words, when the first derivation number after the update becomes 0, the main CPU 41a controls to the non-ball-entry rate improvement state.

[0106] When the main CPU 41a controls the game state to any one of the first to fourth time-saving states after the end of the big win game, the main CPU 41a stores the third upper limit number, which is the upper limit number of times that the small win pattern ZB can be derived in the controlled game state, as the second derivation number in the main RAM 41c. The second derivation number is information that can specify the remaining number of times that the small win pattern ZB can be derived in the controlled game state after the game state is controlled to any one of the first to fourth time-saving states.

[0107] After controlling to any one of the first time-saving state to the fourth time-saving state, when the small winning symbol ZB is derived, the main CPU 41a updates (subtracts 1, for example) the second derivation count stored in the main RAM 41c. When the second derivation count after the update is 0, the main CPU 41a controls to the normal state. In other words, when the second derivation count after the update is 0, the main CPU 41a controls to the non-ball-entry rate improvement state.

[0108] When the main CPU 41a controls the game state to any one of the first to fourth time-saving states after the end of the big win game, the main CPU 41a stores the third upper limit number, which is the upper limit number of times that the small win pattern ZC can be derived in the controlled game state, as the third derivation number in the main RAM 41c. The third derivation number is information that can specify the remaining number of times that the small win pattern ZC can be derived in the controlled game state after the game state is controlled to any one of the first to fourth time-saving states.

[0109] After controlling to any one of the first time-saving state to the fourth time-saving state, when the small winning symbol ZC is derived, the main CPU 41a updates the third derivation number stored in the main RAM 41c (subtracts 1, for example). When the third derivation number after the update is 0, the main CPU 41a controls to the normal state. In other words, when the third derivation number after the update is 0, the main CPU 41a controls to the non-ball-entering rate improvement state.

[0110] When the main CPU 41a controls the game state to any one of the first time-saving state to the third time-saving state after the end of the big win game, the main CPU 41a stores the fourth upper limit number (10 times as an example) which is the upper limit number of times of derivation of the small win pattern Za which can be derived in the controlled game state as the fourth derivation number in the main RAM 41c. When the main CPU 41a controls the game state to the fourth time-saving state after the end of the big win game, the main CPU 41a stores the seventh upper limit number (1 time as an example) which is the upper limit number of times of derivation of the small win pattern Za which can be derived in the fourth time-saving state as the fourth derivation number in the main RAM 41c. The fourth derivation number is information that can specify the remaining number of times of the small win pattern Za which can be derived in the controlled game state after being controlled to any one of the first time-saving state to the fourth time-saving state.

[0111] After controlling to any one of the first time-saving state to the fourth time-saving state, when the small winning symbol Za is derived, the main CPU 41a updates the fourth derivation number stored in the main RAM 41c (subtracts 1, for example). When the fourth derivation number after the update is 0, the main CPU 41a controls to the normal state. In other words, when the fourth derivation number after the update is 0, the main CPU 41a controls to the non-ball-entry rate improvement state.

[0112] When the main CPU 41a controls the game to be in either the first time-saving state or the second time-saving state after the end of the big win game, the main CPU 41a stores the fourth upper limit number (10 times as an example) which is the upper limit number of times of derivation of the small win pattern Zb which can be derived in the controlled game state as the fifth derivation number in the main RAM 41c. When the main CPU 41a controls the game to be in either the third time-saving state or the fourth time-saving state after the end of the big win game, the main CPU 41a stores the seventh upper limit number (1 time as an example) which is the upper limit number of times of derivation of the small win pattern Zb which can be derived in the controlled game state as the fifth derivation number in the main RAM 41c. The fifth derivation number is information that can specify the remaining number of times of the small win pattern Zb which can be derived in the controlled game state after being controlled to be in any of the first time-saving state to the fourth time-saving state.

[0113] After controlling to any one of the first time-saving state to the fourth time-saving state, when the small winning symbol Zb is derived, the main CPU 41a updates the fifth derivation number stored in the main RAM 41c (subtracts 1, for example). When the fifth derivation number after the update becomes 0, the main CPU 41a controls to the normal state. In other words, when the fifth derivation number after the update becomes 0, the main CPU 41a controls to the non-ball-entry rate improvement state.

[0114] When the main CPU 41a controls the game to be in either the first time-saving state or the second time-saving state after the end of the big win game, the main CPU 41a stores the fourth upper limit number (10 times as an example) which is the upper limit number of times of derivation of the small win pattern Zc which can be derived in the controlled game state as the sixth derivation number in the main RAM 41c. When the main CPU 41a controls the game to be in either the third time-saving state or the fourth time-saving state after the end of the big win game, the main CPU 41a stores the seventh upper limit number (1 time as an example) which is the upper limit number of times of derivation of the small win pattern Zc which can be derived in the controlled game state as the sixth derivation number in the main RAM 41c. The sixth derivation number is information that can specify the remaining number of times of the small win pattern Zc which can be derived in the controlled game state after being controlled to be in any of the first time-saving state to the fourth time-saving state.

[0115] After controlling to any one of the first time-saving state to the fourth time-saving state, when the small winning symbol Zc is derived, the main CPU 41a updates the sixth derivation number stored in the main RAM 41c (subtracts 1, for example). When the sixth derivation number after the update becomes 0, the main CPU 41a controls to the normal state. In other words, when the sixth derivation number after the update becomes 0, the main CPU 41a controls to the non-ball-entry rate improvement state.

[0116] When the main CPU 41a ends a small win game, it controls to a normal state. That is, when the main CPU 41a ends a small win game, it controls to a non-ball entry rate improvement state. For this reason, for example, when a big win game is awarded after the end of a small win game because the specific passing sensor SE5 detects a game ball during the small win game, it is controlled to a normal state (non-ball entry rate improvement state) during the big win game. Also, for example, when the specific passing sensor SE5 does not detect a game ball during a small win game and a big win game is not awarded, it is controlled to a normal state (non-ball entry rate improvement state) after the end of the small win game. As a result, the main CPU 41a can control to different game states when the game ball passes through the specific area 29 during the small win game and when the game ball does not pass through the specific area 29 during the small win game.

[0117] As described above, in the gaming machine 10, if a small win game is awarded before the first time-saving count becomes 0, the gaming machine 10 is controlled to the normal state even if the first time-saving count does not become 0. In the gaming machine 10, if a small win game is awarded before the second time-saving count becomes 0, the gaming machine 10 is controlled to the normal state even if the second time-saving count does not become 0. In the gaming machine 10, if a small win game is awarded before the first deriving count becomes 0, the gaming machine 10 is controlled to the normal state even if the first deriving count does not become 0. In the gaming machine 10, if a small win game is awarded before the second deriving count becomes 0, the gaming machine 10 is controlled to the normal state even if the second deriving count does not become 0. In the gaming machine 10, if a small win game is awarded before the third deriving count becomes 0, the gaming machine 10 is controlled to the normal state even if the third deriving count does not become 0. In the gaming machine 10, if a small win game is awarded before the fourth number of times of lead-out becomes 0, the gaming machine 10 is controlled to the normal state even if the fourth number of times of lead-out does not become 0. In the gaming machine 10, if a small win game is awarded before the fifth number of times of lead-out becomes 0, the gaming machine 10 is controlled to the normal state even if the fifth number of times of lead-out does not become 0. In the gaming machine 10, if a small win game is awarded before the sixth number of times of lead-out becomes 0, the gaming machine 10 is controlled to the normal state even if the sixth number of times of lead-out does not become 0.

[0118] Here, the upper limit number of times that the second special game can be executed in the second time-saving state is 50 times. The upper limit number of times that the second special game can be executed in the third time-saving state is 70 times. In the first time-saving state to the fourth time-saving state, it is recommended to hit the ball from the right so that the game ball is likely to enter the second starting hole 15, so that the second special game is easier to execute than the first special game. In the third time-saving state, the upper limit number of times that the second special game can be executed in the controlled game state is higher than in the second time-saving state. Therefore, in the third time-saving state, the probability of a small win being awarded before the upper limit number of times that the second special game can be executed in the controlled game state is reached and the game is controlled to the normal state is higher than in the second time-saving state. Therefore, the third time-saving state is a state that is more advantageous to the player than the second time-saving state.

[0119] In addition, the upper limit number of times that the second special game can be executed in the first time-saving state is 10,000 times. In the first time-saving state, the upper limit number of times that the second special game can be executed in the controlled game state is larger than in the third time-saving state. Therefore, in the first time-saving state, the probability of a small win being awarded before the upper limit number of times that the second special game can be executed in the controlled game state is reached and the game state is controlled to the normal state is higher than in the third time-saving state. Therefore, the first time-saving state is a state that is more advantageous to the player than the third time-saving state. In addition, the first time-saving state is a state that is more advantageous to the player than the second time-saving state.

[0120] In addition, the upper limit number of times that the second special game can be executed in the fourth time-saving state is 10,000 times. In the fourth time-saving state, the upper limit number of times that the second special game can be executed in the controlled game state is larger than in the third time-saving state. Therefore, in the fourth time-saving state, the probability of a small win being awarded before the upper limit number of times that the second special game can be executed in the controlled game state is reached and the game state is controlled to the normal state is higher than in the third time-saving state. Therefore, the fourth time-saving state is a state that is more advantageous to the player than the third time-saving state. In addition, the fourth time-saving state is a state that is more advantageous to the player than the second time-saving state.

[0121] Next, the normal symbol input process performed by the main CPU 41a will be described. In the normal symbol input process, the main CPU 41a judges whether the game ball has passed (entered) the gate 23 based on whether a detection signal has been input from the gate sensor SE6. If the game ball has not passed the gate 23, the main CPU 41a ends the normal symbol input process. On the other hand, if the game ball has passed the gate 23, the main CPU 41a judges whether the normal reserved number stored in the main RAM 41c is less than the upper limit number. If the normal reserved number is not less than the upper limit number, the main CPU 41a ends the normal symbol input process. If the normal reserved number is less than the upper limit number, the main CPU 41a adds 1 to the normal reserved number and updates it. The main CPU 41a controls the normal reserved display unit 13f to display information that can identify the updated normal reserved number. Next, the main CPU 41a acquires the random number generated by the random number circuit, and stores random number information based on the acquired random number in the main RAM 41c. The main CPU 41a stores the random number information so that it is possible to identify that it is random number information for the normal game and the storage order of the random number information. After that, the main CPU 41a ends the normal symbol input process. By storing the random number information used for the normal game in the main RAM 41c, the gaming machine 10 can suspend the execution of the normal game until the execution condition of the normal game is met.

[0122] Next, the normal symbol start process performed by the main CPU 41a will be described. In the normal symbol start process, the main CPU 41a judges whether the execution conditions of the normal game are met. The main CPU 41a judges positively when the normal win game is not being played and the normal game is not being played, whereas it judges negatively when the normal win game is being played or the normal game is being played. When the execution conditions of the normal game are not met, the main CPU 41a ends the normal symbol start process. When the execution conditions of the normal game are met, the main CPU 41a judges whether the normal reserved number is greater than 0. When the normal reserved number is 0, the main CPU 41a ends the normal symbol start process. When the normal reserved number is greater than 0, the main CPU 41a performs a process to execute the normal game. Specifically, the main CPU 41a updates the normal reserved number by subtracting 1. The main CPU 41a controls the normal reserved display unit 13f to display information that can identify the updated normal reserved number.

[0123] After that, the main CPU 41a acquires the random number information stored first from the main RAM 41c among the random number information for the normal game. Next, the main CPU 41a performs a normal lottery (normal hit determination) to determine whether or not a normal hit is won, using the acquired random number information. The main CPU 41a performs a normal lottery with a normal hit probability according to the current ball-scoring state (either a non-ball-scoring rate improved state or a ball-scoring rate improved state), and determines whether or not a normal hit is won. The normal hit probability in a ball-scoring rate improved state is higher than the normal hit probability in a non-ball-scoring rate improved state. In a non-ball-scoring rate improved state, it may be possible to prevent a normal hit from being won.

[0124] When a normal win is won, the main CPU 41a determines the normal winning symbol to be derived in the normal game and the fluctuation time of the normal game, and then ends the normal symbol start process. When a normal win is not won, the main CPU 41a determines the normal losing symbol to be derived in the normal game and the fluctuation time of the normal game, and then ends the normal symbol start process. The fluctuation time of the normal game in the ball-entering rate improved state is shorter than the fluctuation time of the normal game in the non-ball-entering rate improved state. Therefore, in the ball-entering rate improved state, the number of normal lotteries executed per unit time tends to be greater than in the non-ball-entering rate improved state. As a result, the ball-entering rate improved state tends to have a greater number of normal wins per unit time than in the non-ball-entering rate improved state. In this way, the ball-entering rate improved state has a higher advantage in terms of ball-entering into the second starting hole 15 than in the non-ball-entering rate improved state. When the normal symbol start process is completed, the main CPU 41a executes a normal game by a process separate from the normal symbol start process. Specifically, the main CPU 41a starts a normal game and controls the normal symbol display unit 13e so that the normal symbol determined in the normal symbol start process is displayed as a fixed stop when the variable time determined in the normal symbol start process has elapsed.

[0125] Next, the normal winning game process performed by the main CPU 41a will be described. The normal winning game process is a process for awarding a normal winning game. When the main CPU 41a derives a normal winning symbol in a normal game, the main CPU 41a executes the normal winning game process after the end of the normal game of the normal winning. In the normal winning game process, when the ball-entering rate is in an improved ball-entering rate state, the main CPU 41a controls the first solenoid SL1 so that the normal movable piece 16 operates in the operating mode when the ball-entering rate is in an improved ball-entering rate state. When the ball-entering rate is not in an improved ball-entering rate state, the main CPU 41a controls the first solenoid SL1 so that the normal movable piece 16 operates in the operating mode when the ball-entering rate is not in an improved ball-entering rate state. In the operating mode of the normal movable piece 16 in the improved ball-entering rate state, the normal movable piece 16 is in the second state more frequently in one normal winning game, and the total time that the normal movable piece 16 is in the second state is longer than the operating mode of the normal movable piece 16 in the non-improved ball-entering rate state. Therefore, when the normal movable piece 16 is operated in the operating mode in the ball entry rate improved state, it is easier to get the game ball to enter the second starting hole 15 than when the normal movable piece 16 is operated in the operating mode in the non-ball entry rate improved state. In this way, the ball entry rate improved state has a higher advantage in terms of getting the game ball to enter the second starting hole 15 than the non-ball entry rate improved state.

[0126] Next, the winning process performed by the main CPU 41a will be described. When the main CPU 41a receives a detection signal from the first start winning sensor SE1, the main CPU 41a performs control to award a predetermined number of game balls (for example, one). When the main CPU 41a receives a detection signal from the second start winning sensor SE2, the main CPU 41a performs control to award a predetermined number of game balls (for example, one). When the main CPU 41a receives a detection signal from the first count sensor SE3, the main CPU 41a performs control to award a predetermined number of game balls (for example, 15). When the main CPU 41a receives a detection signal from the second count sensor SE4, the main CPU 41a performs control to award a predetermined number of game balls (for example, 15). When the main CPU 41a performs control to award game balls, the main CPU 41a stores a control command capable of identifying the number of awarded game balls in an output buffer.

[0127] Next, various processes executed by the sub-CPU 50a of the sub-control board 50 will be described. First, the process when a control command is input will be described. When the sub-CPU 50a inputs a normal command, it stores in the sub-RAM 50c information that can specify that the game is being controlled to the normal state. When the sub-CPU 50a inputs a first time-saving command, it stores in the sub-RAM 50c information that can specify that the game is being controlled to the first time-saving state. When the sub-CPU 50a inputs a second time-saving command, it stores in the sub-RAM 50c information that can specify that the game is being controlled to the second time-saving state. When the sub-CPU 50a inputs a third time-saving command, it stores in the sub-RAM 50c information that can specify that the game is being controlled to the third time-saving state. When the sub-CPU 50a inputs a fourth time-saving command, it stores in the sub-RAM 50c information that can specify that the game is being controlled to the fourth time-saving state.

[0128] When the sub-CPU 50a inputs a first time-shortening count command, the sub-CPU 50a stores in the sub-RAM 50c information capable of specifying the remaining number of times of the first special game that can be executed in the first time-shortening state to the fourth time-shortening state. When the sub-CPU 50a inputs a second time-shortening count command, the sub-RAM 50c stores in the sub-RAM 50c information capable of specifying the remaining number of times of the second special game that can be executed in the first time-shortening state to the fourth time-shortening state.

[0129] Next, the effect game process will be described. The effect game process is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the sub-CPU 50a inputs a variation start command and a special symbol command, the sub-CPU 50a controls the effect display device 12 to execute an effect game corresponding to the special game. When the sub-CPU 50a is controlled to the normal state, the sub-CPU 50a controls the effect display device 12 to execute an effect game corresponding to the first special game. On the other hand, when the sub-CPU 50a is controlled to the normal state, the sub-CPU 50a controls the effect display device 12 not to execute an effect game corresponding to the second special game. When the sub-CPU 50a is controlled to any of the first to fourth time-shortening states, the sub-CPU 50a controls the effect display device 12 to execute an effect game corresponding to the second special game. On the other hand, when the sub-CPU 50a is controlled to any of the first to fourth time-shortening states, the sub-CPU 50a controls the effect display device 12 not to execute an effect game corresponding to the first special game.

[0130] When the sub-CPU 50a inputs a variation start command, it selects a presentation pattern (presentation content) of the presentation game based on a variation pattern that can be specified from the control command. The sub-CPU 50a also determines a symbol combination to be derived in the presentation game based on a special symbol that can be specified from the input special symbol command. If a small winning symbol can be specified from the special symbol command, the sub-CPU 50a determines a small winning symbol combination. If a losing symbol can be specified from the special symbol command, the sub-CPU 50a determines a losing symbol combination. If a losing variation pattern associated with the execution of either a normal reach presentation or a super reach presentation is determined, the sub-CPU 50a may determine a losing symbol combination including a reach.

[0131] In the performance game process, the sub-CPU 50a controls the performance display device 12 to start the display of the performance symbols of each symbol row upon input of the change start command. That is, the sub-CPU 50a starts the performance game. The sub-CPU 50a controls the performance display device 12 to play the performance game based on the determined performance pattern during the change time set for the change pattern. The sub-CPU 50a stops and displays the symbol combination once when a predetermined timing arrives after starting the performance game, and displays the symbol combination as a fixed stop upon input of the change end command. As an example, when the sub-CPU 50a inputs a change start command of a miss change pattern associated with the execution of a super reach performance, the sub-CPU 50a starts the performance game, and then executes the super reach performance, and when a predetermined timing arrives, the symbol combination is stopped and displayed once, and the symbol combination is displayed as a fixed stop upon input of the change end command.

[0132] Next, the presentation mode will be described. The gaming machine 10 is configured to be able to set a presentation mode. In the gaming machine 10, presentations are executed according to the presentation mode that has been set. There are a plurality of presentation modes that the gaming machine 10 can set. In the gaming machine 10, when neither a small win game nor a big win game is being played, one of the plurality of presentation modes is set. The presentation mode is also called a presentation state.

[0133] As shown in Fig. 6, the presentation modes that the gaming machine 10 can set include a normal presentation mode, a first chance presentation mode, a second chance presentation mode, a third chance presentation mode, a fourth chance presentation mode, and a fifth chance presentation mode. The second chance presentation mode is an example of a first special presentation mode. The third chance presentation mode is an example of a second special presentation mode. The fourth chance presentation mode is an example of a first specific presentation mode. The fifth chance presentation mode is an example of a second specific presentation mode.

[0134] The processing related to the presentation mode performed by the sub-CPU 50a will be described below. The sub-CPU 50a which performs processing related to the presentation mode is an example of a mode control means capable of controlling the setting of the presentation mode.

[0135] The sub-CPU 50a is configured to be able to set the presentation mode by updating the mode information stored in the sub-RAM 50c. When the sub-CPU 50a is controlled to the normal state, it sets the normal presentation mode. As an example, when the sub-CPU 50a is controlled to the first time-saving state via the small win game and the big win game after the small win symbol ZA is derived while the sub-CPU 50a is controlled to the normal state, it sets the first chance presentation mode. As an example, when the sub-CPU 50a is controlled to the second time-saving state via the small win game and the big win game after the small win symbol ZB is derived while the sub-CPU 50a is controlled to the normal state, it sets the second chance presentation mode. As an example, when the sub-CPU 50a is controlled to the normal state via the small win game and the big win game after the small win symbol ZC is derived while the sub-CPU 50a is controlled to the normal state, it sets the normal presentation mode.

[0136] As an example, when the first time-saving state is controlled and either the small win symbol Za or the small win symbol Zb is derived, and then the fourth time-saving state is controlled via the small win game and the big win game, the sub-CPU 50a sets the third chance presentation mode. As an example, when the first time-saving state is controlled and either the small win symbol Zc is derived, and then the normal state is controlled via the small win game and the big win game, the sub-CPU 50a sets the normal presentation mode.

[0137] As an example, when the second time-saving state is controlled and either the small win symbol Za or the small win symbol Zb is derived, and then the fourth time-saving state is controlled via a small win game and a big win game, the sub-CPU 50a sets the third chance presentation mode. As an example, when the second time-saving state is controlled and either the small win symbol Zc is derived, and then the normal state is controlled via a small win game and a big win game, the sub-CPU 50a sets the normal presentation mode. As an example, when the number of times the second special game has been executed since the second time-saving state has been controlled reaches a fifth upper limit number (for example, 50 times) and the normal state is controlled, the sub-CPU 50a sets the normal presentation mode.

[0138] As an example, when the game is controlled to the fourth time-saving state and one of the small win patterns Za to Zc is derived, if the game is then controlled to the third time-saving state via a small win game and a big win game, the sub-CPU 50a is set to the fourth chance presentation mode.

[0139] As an example, when the small win symbol Za is derived while being controlled in the third time-saving state, and then the game is controlled to the fourth time-saving state via a small win game and a big win game, the sub-CPU 50a sets the fifth chance presentation mode. As an example, when the small win symbol Zb or the small win symbol Zc is derived while being controlled in the third time-saving state, and then the game is controlled to the third time-saving state via a small win game and a big win game, the sub-CPU 50a sets the fourth chance presentation mode. As an example, when the number of times the second special game has been executed since being controlled in the third time-saving state reaches the sixth upper limit number of times (70 times as an example) and the game is controlled to the normal state, the sub-CPU 50a sets the normal presentation mode.

[0140] In addition, when the sub-CPU 50a is controlled to the normal state due to a trigger other than the above, the sub-CPU 50a sets the normal presentation mode. Also, when the sub-CPU 50a is controlled to the first time-saving state due to a trigger other than the above, the sub-CPU 50a sets the first chance presentation mode.

[0141] As described above, the sub-CPU 50a can control to set the normal presentation mode when controlled to the normal state. The sub-CPU 50a can control to set the first chance presentation mode when controlled to the first time-saving state. The sub-CPU 50a can control to set the second chance presentation mode when controlled to the second time-saving state. The sub-CPU 50a can control to set the fourth chance presentation mode when controlled to the third time-saving state. The sub-CPU 50a can control to set the third chance presentation mode when controlled to the fourth time-saving state. The sub-CPU 50a can control to set the fifth chance presentation mode when controlled to the fourth time-saving state.

[0142] The sub-CPU 50a controls the effect display device 12 to display an image corresponding to the set effect mode. The sub-CPU 50a may also control the decorative lamp LA to emit light in a light emission pattern corresponding to the set effect mode. The sub-CPU 50a may also control the speaker SP to output sound corresponding to the set effect mode.

[0143] The display modes of the performance display device 12 corresponding to each performance mode will be explained. As shown in Fig. 7(a) to Fig. 7(f), in each presentation mode, mode identification information capable of identifying the currently-held presentation mode (the set presentation mode) is suggested or notified. In the presentation display device 12, a background image MH that differs for each type of presentation mode is displayed as the mode identification information. In addition, in the presentation display device 12, a mode name image EM indicating the name of the set presentation mode is displayed as the mode identification information. Not limited to this, in the gaming machine 10, the mode identification information may be suggested or notified by lighting the decorative lamp LA in a different light-emitting manner for each type of presentation mode. In the gaming machine 10, the mode identification information may be suggested or notified by outputting different background music (so-called BGM) for each type of presentation mode from the speaker SP.

[0144] 7(a) is a diagram showing an example of the display contents of the performance display device 12 when the normal performance mode is set. When the normal performance mode is set, the performance display device 12 displays a background image MH that imitates a "seascape." Also, when the normal performance mode is set, the performance display device 12 displays a mode name image EM that reads "normal performance mode."

[0145] 7(b) is a diagram showing an example of the display contents of the effect display device 12 when the first chance effect mode is set. When the first chance effect mode is set, the effect display device 12 displays a background image MH that imitates a "night sky." Also, when the first chance effect mode is set, the effect display device 12 displays a mode name image EM that reads "first chance effect mode."

[0146] FIG. 7(c) is a diagram showing an example of the display contents of the effect display device 12 when the second chance effect mode is set. When the second chance effect mode is set, the effect display device 12 displays a background image MH imitating a "riverside scenery". When the second chance effect mode is set, the effect display device 12 displays a mode name image EM of "second chance effect mode". When the second chance effect mode is set, the effect display device 12 displays a remaining number image NK that can specify the remaining number of the second special game that can be executed in the second time-saving state. Note that the remaining number image NK is not displayed on the effect display device 12 when the first chance effect mode is set.

[0147] Fig. 7(d) is a diagram showing an example of the display contents of the effect display device 12 when the third chance effect mode is set. When the third chance effect mode is set, the effect display device 12 displays a background image MH that resembles "space". When the third chance effect mode is set, the effect display device 12 displays a mode name image EM that reads "third chance effect mode". When the third chance effect mode is set, the effect display device 12 does not display the remaining number image NK.

[0148] FIG. 7(e) is a diagram showing an example of the display contents of the effect display device 12 when the fourth chance effect mode is set. When the fourth chance effect mode is set, the effect display device 12 displays a background image MH that imitates a "riverside scenery". The background image MH that is displayed when the fourth chance effect mode is set is an image that imitates a "riverside scenery" like the background image MH that is displayed when the second chance effect mode is set, but these two background images MH are different background images MH. When the second chance effect mode is set, the effect display device 12 displays a mode name image EM that is "fourth chance effect mode". Furthermore, when the fourth chance effect mode is set, the effect display device 12 displays a remaining number image NK that can specify the remaining number of times of the second special game that can be executed in the third time-saving state.

[0149] Fig. 7(f) is a diagram showing an example of the display contents of the effect display device 12 when the fifth chance effect mode is set. When the fifth chance effect mode is set, the effect display device 12 displays a background image MH that resembles "Saturn." When the fifth chance effect mode is set, the effect display device 12 displays a mode name image EM that reads "Fifth chance effect mode." When the fifth chance effect mode is set, the effect display device 12 does not display a remaining number image NK.

[0150] As shown in Fig. 7(a) to Fig. 7(f), the effect display device 12 displays a background image MH and a mode name image EM corresponding to the set effect mode. Here, the effect display device 12 displays a remaining number image NK in the second chance effect mode and the fourth chance effect mode. On the other hand, the effect display device 12 does not display the remaining number image NK in the first chance effect mode, the third chance effect mode, and the fifth chance effect mode. In this way, in the gaming machine 10, the type of the background image MH, the type of the mode name image EM, and whether or not the remaining number image NK is displayed vary depending on the set effect mode, that is, in the gaming machine 10, the effect mode of the effect display device 12 varies depending on the set effect mode.

[0151] Here, the game state controlled when the second chance presentation mode is set is the second time-shortened state. As shown in FIG. 4, the upper limit number of times that the second special game can be executed in the second time-shortened state is 50 times. And, the probability of winning a small win in the second small win lottery is about 1 / 50 regardless of the game state. Therefore, the probability of winning a small win in the second small win lottery before the number of times that the second special game is executed after being controlled to the second time-shortened state reaches the upper limit number of times (50 times) is about 64%. In other words, the probability of not winning a small win in the second small win lottery before the number of times that the second special game is executed after being controlled to the second time-shortened state reaches the upper limit number of times is about 36%. Therefore, in the gaming machine 10, it can be said that the game machine 10 may be substantially controlled to the normal state based on the number of times that the second special game is executed after being controlled to the second time-shortened state reaching the upper limit number of times.

[0152] The game state controlled when the fourth chance presentation mode is set is the third time-saving state. As shown in FIG. 4, the upper limit number of times that the second special game can be executed in the third time-saving state is 70 times. Therefore, the probability of winning a small win in the second small win lottery before the number of times that the second special game is executed after being controlled to the third time-saving state reaches the upper limit number of times (70 times) is about 76%. In other words, the probability of not winning a small win in the second small win lottery before the number of times that the second special game is executed after being controlled to the third time-saving state reaches the upper limit number of times is about 24%. Therefore, in the gaming machine 10, it can be said that the game machine 10 may be substantially controlled to the normal state based on the number of times that the second special game is executed after being controlled to the third time-saving state reaching the upper limit number of times.

[0153] The game state controlled when the first chance presentation mode is set is the first time-saving state. As shown in FIG. 4, the upper limit number of times that the second special game can be executed in the first time-saving state is 10,000 times. Therefore, the probability of winning a small win in the second small win lottery before the number of times that the second special game is executed after being controlled to the first time-saving state reaches the upper limit number of times (10,000 times) is about 100% (99.99...%), which is as close to 100% as possible. Therefore, in the gaming machine 10, it can be said that there is substantially no case where the game machine 10 is controlled to the normal state based on the number of times that the second special game is executed after being controlled to the first time-saving state reaching the upper limit number of times.

[0154] The game state controlled when the third chance presentation mode or the fifth chance presentation mode is set is the fourth time-saving state. As shown in FIG. 4, the upper limit number of times that the second special game can be executed in the fourth time-saving state is 10,000 times. Therefore, the probability of winning a small win in the second small win lottery before the number of times that the second special game is executed after being controlled to the fourth time-saving state reaches the upper limit number of times (10,000 times) is about 100% (99.99...%), which is as close to 100% as possible. Therefore, in the gaming machine 10, it can be said that there is substantially no case where the game machine 10 is controlled to the normal state based on the number of times that the second special game is executed after being controlled to the fourth time-saving state reaching the upper limit number of times.

[0155] In this way, in the gaming machine 10, when a small win game is not awarded before the number of times the second special game is executed reaches the upper limit, the background image MH and the mode name image EM are displayed together with the remaining number of times image NK. On the other hand, in the gaming machine 10, when a small win game is awarded before the number of times the second special game is executed reaches the upper limit, the background image MH and the mode name image EM are displayed, but the remaining number of times image NK is not displayed. In the gaming machine 10, the presentation mode of the presentation display device 12 in which the background image MH and the mode name image EM are displayed and the remaining number of times image NK is not displayed suggests or notifies that a small win game will be awarded before the number of times the second special game is executed reaches the upper limit. In the gaming machine 10, the presentation mode of the presentation display device 12 in which the background image MH and the mode name image EM are displayed and the remaining number of times image NK is displayed does not suggest or notify that a small win game will be awarded before the number of times the second special game is executed reaches the upper limit.

[0156] In other words, when the first chance presentation mode is set, the presentation mode of the presentation display device 12 suggests or notifies that a small win will be awarded before the number of times the second special game is executed after being controlled to the first time-saving state reaches the second upper limit. When the third chance presentation mode is set, the presentation mode of the presentation display device 12 suggests or notifies that a small win will be awarded before the number of times the second special game is executed after being controlled to the fourth time-saving state reaches the second upper limit. When the fifth chance presentation mode is set, the presentation mode of the presentation display device 12 suggests or notifies that a small win will be awarded before the number of times the second special game is executed after being controlled to the fourth time-saving state reaches the second upper limit.

[0157] On the other hand, when the second chance presentation mode is set, the presentation mode of the presentation display device 12 does not suggest or notify that a small win will be awarded before the number of times the second special game has been executed since being controlled to the second time-saving state reaches the fifth upper limit. When the fourth chance presentation mode is set, the presentation mode of the presentation display device 12 does not suggest or notify that a small win will be awarded before the number of times the second special game has been executed since being controlled to the third time-saving state reaches the sixth upper limit.

[0158] The effect display device 12 may display an image (hereinafter, referred to as a specific image) that can specify that a small win game will be awarded before the number of times the second special game is executed reaches the upper limit number of times in the first chance effect mode, the third chance effect mode, and the fifth chance effect mode. That is, in the gaming machine 10, the effect display device 12 may display a background image MH and a mode name image EM, and may also display a specific image, thereby suggesting or informing that a small win game will be awarded before the number of times the second special game is executed reaches the upper limit number of times. As an example, the specific image may be a character string "infinity" displayed in the image display area of ​​the image display unit GH where the remaining number of times image NK is displayed. Note that "infinity" may be "∞", which is a symbol indicating infinity. As an example, the specific image may be a character string "continue until the next win". As an example, the specific image may be a character string "confirmed consecutive wins". As an example, the specific image may be an image displayed in a color that imitates a rainbow (so-called rainbow). In other words, the specific image may be an image that allows recognition that in a controlled gaming state, a small win game will be awarded before the number of times the second special game is executed after being controlled to the gaming state reaches the upper limit of execution times. In the gaming machine 10, the presentation mode of the decorative lamp LA may suggest or notify that a small win game will be awarded before the number of times the second special game is executed reaches the upper limit of execution times. As an example, the presentation mode of the decorative lamp LA that suggests or notifies that a small win game will be awarded before the number of times the second special game is executed reaches the upper limit of execution times is a light emission pattern that appears to emit light in colors that imitate a rainbow. In the gaming machine 10, the presentation mode of the speaker SP may suggest or notify that a small win game will be awarded before the number of times the second special game is executed reaches the upper limit of execution times. As an example, the presentation mode of the speaker SP that suggests or notifies that a small win game will be awarded before the number of times the second special game is executed reaches the upper limit of execution times is a sound such as "continue until the next win" or "confirmed consecutive wins."

[0159] Next, the transition of game states and presentation modes will be described. FIG. 8 is a timing chart showing an example of a case where a small winning symbol ZA is derived when controlled to the normal state, and then a small winning symbol Za is derived when controlled to the first time-shortening state.

[0160] At time t10, the gaming machine 10 is in a normal gaming state, and the normal presentation mode is set as the presentation mode. At time t11, the small win symbol ZA is derived in the first special game in the gaming machine 10. As a result, the first small win game is started in the gaming machine 10. At time t12, the specific passing sensor SE5 in the gaming machine 10 detects a gaming ball. At time t13, the first small win game is ended in the gaming machine 10. When the first small win game is ended in the gaming machine 10, the specific passing sensor SE5 detects a gaming ball at time t12, and the first big win game is started. Thereafter, at time t14, the first big win game is ended in the gaming machine 10.

[0161] At time t14, the gaming machine 10 is controlled to the first time-saving state because the ball entry state during the first small win game was the non-ball entry rate improvement state, and the first chance presentation mode is set as the presentation mode. In addition, in the gaming machine 10, if the specific passage sensor SE5 does not detect a game ball during the first small win game, the big win game is not awarded at time t13, and the gaming machine 10 is controlled to the normal state, and the normal presentation mode is set as the presentation mode. In this way, when the first small win game is awarded while being controlled to the normal state, the gaming machine 10 can be controlled to the first time-saving state.

[0162] At time t15, the small win symbol Za is derived in the second special game in the gaming machine 10. As a result, the fourth small win game is started in the gaming machine 10. At time t16, the specific passing sensor SE5 in the gaming machine 10 detects a gaming ball. At time t17, the fourth small win game is ended in the gaming machine 10. When the fourth small win game is ended in the gaming machine 10, the specific passing sensor SE5 detects a gaming ball at time t16, and the fourth big win game is started. Thereafter, at time t18, the fourth big win game is ended in the gaming machine 10.

[0163] At time t18, the gaming machine 10 is controlled to the fourth time-saving state because the ball entry state during the fourth small win game was the ball entry rate improvement state, and the third chance presentation mode is set as the presentation mode. In addition, in the gaming machine 10, if the specific passage sensor SE5 does not detect a game ball during the fourth small win game, the big win game is not awarded at time t17, and the gaming machine 10 is controlled to the normal state, and the normal presentation mode is set as the presentation mode. In this way, when the fourth small win game is awarded while being controlled to the first time-saving state, the gaming machine 10 can be controlled to the fourth time-saving state.

[0164] When the small win symbol Za is derived in the special game executed while controlled in the first time-saving state, and the game ball passes through the specific area 29 during the fourth small win game that is awarded after the small win symbol Za is derived, the game is controlled to the fourth time-saving state. When the small win symbol Zb is derived in the special game executed while controlled in the first time-saving state, and the game ball passes through the specific area 29 during the fifth small win game that is awarded after the small win symbol Zb is derived, the game is controlled to the fourth time-saving state. When the small win symbol Zc is derived in the special game executed while controlled in the first time-saving state, and the game ball passes through the specific area 29 during the sixth small win game that is awarded after the small win symbol Zc is derived, the game is controlled to the normal state. In this way, if any of the small win patterns Za to Zc is derived in a special game executed while controlled to the first time-saving state, and the game ball passes through the specific area 29 during the small win game awarded after the small win pattern is derived, the game state is controlled to a different state from the first time-saving state.

[0165] FIG. 9 is a timing chart showing an example of a case where a small winning symbol ZB is derived when controlled in the normal state, and then a small winning symbol Zb is derived when controlled in the second time-saving state.

[0166] At time t20, the gaming machine 10 is in a normal gaming state, and the normal presentation mode is set as the presentation mode. At time t21, the small win symbol ZB is derived in the first special game in the gaming machine 10. As a result, the second small win game is started in the gaming machine 10. At time t22, the specific passing sensor SE5 in the gaming machine 10 detects a game ball. At time t23, the second small win game is ended in the gaming machine 10. When the second small win game is ended in the gaming machine 10, the specific passing sensor SE5 detects a game ball at time t22, and the second big win game is started. Thereafter, at time t24, the second big win game is ended in the gaming machine 10.

[0167] At time t24, the gaming machine 10 is controlled to the second time-saving state because the ball entry state during the second small win game was the non-ball entry rate improvement state, and the second chance presentation mode is set as the presentation mode. In addition, in the gaming machine 10, if the specific passage sensor SE5 does not detect a game ball during the second small win game, the big win game is not awarded at time t23, and the gaming machine 10 is controlled to the normal state, and the normal presentation mode is set as the presentation mode. In this way, when the second small win game is awarded while being controlled to the normal state, the gaming machine 10 can be controlled to the second time-saving state.

[0168] At time t25, the small win symbol Zb is derived in the second special game in the gaming machine 10. As a result, the fifth small win game is started in the gaming machine 10. At time t26, the specific passing sensor SE5 in the gaming machine 10 detects a gaming ball. At time t27, the fifth small win game is ended in the gaming machine 10. When the fifth small win game is ended in the gaming machine 10, the fifth big win game is started at time t26 as the specific passing sensor SE5 detects a gaming ball. Thereafter, at time t28, the fifth big win game is ended in the gaming machine 10.

[0169] At time t28, the gaming machine 10 is controlled to the fourth time-saving state because the ball entry state during the fifth small win game was the ball entry rate improvement state, and the third chance presentation mode is set as the presentation mode. In addition, in the gaming machine 10, if the specific passage sensor SE5 does not detect a game ball during the fifth small win game, the big win game is not awarded at time t27, and the gaming machine 10 is controlled to the normal state, and the normal presentation mode is set as the presentation mode. In this way, when the fifth small win game is awarded while being controlled to the second time-saving state, the gaming machine 10 can be controlled to the fourth time-saving state. Similarly, when the fourth small win game is awarded while being controlled to the second time-saving state, the gaming machine 10 can be controlled to the fourth time-saving state.

[0170] FIG. 10 is a timing chart showing an example of a case where a small winning symbol ZB is derived when controlled in the normal state, and then a small winning symbol Zc is derived when controlled in the second time-saving state.

[0171] At time t30, the gaming machine 10 is in a normal gaming state, and the normal presentation mode is set as the presentation mode. At time t31, the small win symbol ZB is derived in the first special game in the gaming machine 10. As a result, the second small win game is started in the gaming machine 10. At time t32, the specific passing sensor SE5 in the gaming machine 10 detects a game ball. At time t33, the second small win game is ended in the gaming machine 10. When the second small win game is ended in the gaming machine 10, the specific passing sensor SE5 detects a game ball at time t32, and the second big win game is started. Thereafter, at time t34, the second big win game is ended in the gaming machine 10. At time t34, since the winning state during the second small win game in the gaming machine 10 was the non-winning rate improvement state, the gaming machine 10 is controlled to the second time-shortening state, and the second chance presentation mode is set as the presentation mode.

[0172] At time t35, the small win symbol Zc is derived in the second special game in the gaming machine 10. As a result, the sixth small win game is started in the gaming machine 10. At time t36, the specific passing sensor SE5 detects a gaming ball in the gaming machine 10. At time t37, the sixth small win game is ended in the gaming machine 10. When the sixth small win game is ended in the gaming machine 10, the sixth big win game is started at time t36 due to the specific passing sensor SE5 detecting a gaming ball. Thereafter, at time t38, the sixth big win game is ended in the gaming machine 10.

[0173] At time t38, the gaming machine 10 is controlled to the normal state because the ball entry state during the sixth small win game was the ball entry rate improvement state, and the normal presentation mode is set as the presentation mode. In addition, in the gaming machine 10, if the specific passage sensor SE5 does not detect a game ball during the sixth small win game, the big win game is not awarded at time t37, and the gaming machine 10 is controlled to the normal state, and the normal presentation mode is set as the presentation mode. In this way, when the sixth small win game is awarded while being controlled to the second time-saving state, the gaming machine 10 is not controlled to the fourth time-saving state.

[0174] Incidentally, in the second time-saving state from time t34 to time t37, the second special reserved number may increase. Therefore, at time t38, the second special game may be executed. The second special game has a higher probability of deriving a small winning symbol than the first special game. Therefore, if a state in which the second special reserved number is 1 or more after the end of any of the first to fourth time-saving states is defined as a specific state, and a state in which the second special reserved number is 0 is defined as a normal state, the specific state can be said to be a state that is more advantageous to the player than the normal state. In other words, after the end of any of the first to fourth time-saving states, the state becomes more advantageous to the player than the normal state.

[0175] As shown in FIG. 9 and FIG. 10, in the special game executed when controlled in the second time-saving state, if the small win symbol Zb is derived and the game ball passes through the specific area 29 during the fifth small win game awarded after the small win symbol Zb is derived, the game is controlled to the fourth time-saving state. In addition, in the special game executed when controlled in the second time-saving state, if the small win symbol Zc is derived and the game ball passes through the specific area 29 during the sixth small win game awarded after the small win symbol Zc is derived, the game is controlled to the normal state. In addition, in the special game executed when controlled in the second time-saving state, if the small win symbol Za is derived and the game ball passes through the specific area 29 during the fourth small win game awarded after the small win symbol Za is derived, the game is controlled to the fourth time-saving state. In this way, if any of the small win patterns Za to Zc is derived in a special game executed while controlled to the second time-saving state, and the game ball passes through the specific area 29 during the small win game awarded after the small win pattern is derived, the game state is controlled to a game state different from the second time-saving state.

[0176] FIG. 11 is a timing chart showing an example of a case where a small winning symbol Za is derived when controlled to the fourth time-saving state, and then a small winning symbol Za is derived when controlled to the third time-saving state.

[0177] At time t40, the gaming machine 10 is in the fourth time-saving state and the third chance presentation mode is set as the presentation mode. At time t41, the small win pattern Za is derived in the second special game in the gaming machine 10. As a result, the fourth small win game is started in the gaming machine 10. At time t42, the specific passing sensor SE5 detects a game ball in the gaming machine 10. At time t43, the fourth small win game is ended in the gaming machine 10. When the fourth small win game is ended in the gaming machine 10, the specific passing sensor SE5 detects a game ball at time t42, and the fourth big win game is started. Thereafter, at time t44, the fourth big win game is ended in the gaming machine 10.

[0178] At time t44, the gaming machine 10 is controlled to the third time-saving state because the ball entry state during the fourth small win game was the non-ball entry rate improvement state, and the fourth chance presentation mode is set as the presentation mode. In addition, in the gaming machine 10, if the specific passage sensor SE5 does not detect a game ball during the fourth small win game, the big win game is not awarded at time t43, and the gaming machine 10 is controlled to the normal state, and the normal presentation mode is set as the presentation mode. In this way, if the fourth small win game is awarded while being controlled to the fourth time-saving state, the gaming machine 10 can be controlled to the third time-saving state.

[0179] At time t45, the small win symbol Za is derived in the second special game in the gaming machine 10. As a result, the fourth small win game is started in the gaming machine 10. At time t46, the specific passing sensor SE5 in the gaming machine 10 detects a gaming ball. At time t47, the fourth small win game is ended in the gaming machine 10. When the fourth small win game is ended in the gaming machine 10, the specific passing sensor SE5 detects a gaming ball at time t46, and the fourth big win game is started. Thereafter, at time t48, the fourth big win game is ended in the gaming machine 10.

[0180] At time t48, the gaming machine 10 is controlled to the fourth time-saving state because the ball entry state during the fourth small win game was the ball entry rate improvement state, and the fifth chance presentation mode is set as the presentation mode. In addition, in the gaming machine 10, if the specific passage sensor SE5 does not detect a game ball during the fourth small win game, the big win game is not awarded at time t47, and the gaming machine 10 is controlled to the normal state, and the normal presentation mode is set as the presentation mode. In this way, if the fourth small win game is awarded when controlled to the third time-saving state, the gaming machine 10 can be controlled to the fourth time-saving state.

[0181] FIG. 12 is a timing chart showing an example of a case where a small winning pattern Zb is derived when controlled to the fourth time-saving state, and then a small winning pattern Zb is derived when controlled to the third time-saving state.

[0182] At time t50, the gaming machine 10 is in the fourth time-saving state and the third chance presentation mode is set as the presentation mode. At time t51, the small win symbol Zb is derived in the second special game in the gaming machine 10. As a result, the fifth small win game is started in the gaming machine 10. At time t52, the specific passing sensor SE5 detects a game ball in the gaming machine 10. At time t53, the fifth small win game is ended in the gaming machine 10. When the fifth small win game is ended in the gaming machine 10, the fifth big win game is started because the specific passing sensor SE5 detects a game ball at time t52. Thereafter, at time t54, the fifth big win game is ended in the gaming machine 10.

[0183] At time t54, the gaming machine 10 is controlled to the third time-saving state because the ball entry state during the fifth small win game was the non-ball entry rate improvement state, and the fourth chance presentation mode is set as the presentation mode. In addition, in the gaming machine 10, if the specific passage sensor SE5 does not detect a game ball during the fifth small win game, the big win game is not awarded at time t53, and the gaming machine is controlled to the normal state, and the normal presentation mode is set as the presentation mode. In this way, when the fifth small win game is awarded while being controlled to the fourth time-saving state, the gaming machine 10 can be controlled to the third time-saving state.

[0184] At time t55, in the gaming machine 10, the small win symbol Zb is derived in the second special game. As a result, in the gaming machine 10, the fifth small win game is started. At time t56, in the gaming machine 10, the specific passing sensor SE5 detects a game ball. At time t57, in the gaming machine 10, the fifth small win game is ended. In the gaming machine 10, when the fifth small win game is ended, the fifth big win game is started at time t56 because the specific passing sensor SE5 detects a game ball. Thereafter, at time t58, in the gaming machine 10, the fifth big win game is ended.

[0185] At time t58, the gaming machine 10 is controlled to the third time-saving state because the ball entry state during the fifth small win game was the non-ball entry rate improvement state, and the fourth chance presentation mode is set as the presentation mode. In addition, in the gaming machine 10, if the specific passage sensor SE5 does not detect a game ball during the fifth small win game, the big win game is not awarded at time t57, and the gaming machine 10 is controlled to the normal state, and the normal presentation mode is set as the presentation mode. In this way, when the fifth small win game is awarded while being controlled to the third time-saving state, the gaming machine 10 can be controlled to the third time-saving state. Similarly, when the sixth small win game is awarded while being controlled to the third time-saving state, the gaming machine 10 can be controlled to the third time-saving state.

[0186] FIG. 13 is a timing chart showing an example of a case where the small winning symbol Zc is derived when controlled in the second time-shortening state. At time t60, the gaming machine 10 is in the second time-saving state. At this time, the fourth derivation number, which is information that can specify the remaining number of times of the small winning pattern Za that can be derived in the second time-saving state, is 10 times. The fifth derivation number, which is information that can specify the remaining number of times of the small winning pattern Zb that can be derived in the second time-saving state, is 10 times. The sixth derivation number, which is information that can specify the remaining number of times of the small winning pattern Zc that can be derived in the second time-saving state, is 10 times. At time t61, in the gaming machine 10, the small winning pattern Zc is derived in the second special game. As a result, in the gaming machine 10, the sixth small winning game is started. At this time, the sixth derivation number is subtracted by 1 and becomes 9 times. The updated sixth derivation number is not 0. Therefore, the second time-saving state does not end.

[0187] At time t62, the sixth small win game is ended in the gaming machine 10. In the gaming machine 10, the specific passing sensor SE5 does not detect a game ball during the sixth small win game from time t61 to time t62. Therefore, at time t62, the sixth big win game is not started in the gaming machine 10. At time t62, the gaming machine 10 is controlled to the normal state due to the end of the sixth small win game. Incidentally, if the specific passing sensor SE5 detects a game ball during the sixth small win game from time t61 to time t62, the sixth big win game starts at time t62. After that, the gaming machine 10 is controlled to the normal state when the sixth big win game is ended.

[0188] In this way, at time t61, the number of times that the small winning symbol Za is derived in the special game executed when controlled to the second time-saving state is not the first number, and the predetermined condition is not met. Also, at time t61, the number of times that the small winning symbol Zb is derived in the special game executed when controlled to the second time-saving state is not the first number, and the predetermined condition is not met. Also, at time t61, the number of times that the small winning symbol Zc is derived in the special game executed when controlled to the second time-saving state is not the second number, and the predetermined condition is not met. Therefore, at time t61, the game machine 10 is not controlled to the normal state. However, in the gaming machine 10, since the gaming ball did not pass through the specific area 29 during the small winning game, the big winning game is not awarded at time t62, and the game machine 10 is controlled to the normal state. In other words, even if the number of times that the small winning symbols Za to Zc are derived in the special game executed when controlled to the second time-saving state is 1 and the predetermined condition is not established, if the game ball does not pass through the specific area 29 during the small winning game awarded after the small winning symbols Za to Zc are derived, the game is controlled to the normal state. Similarly, even if the number of times that the small winning symbols Za to Zc are derived in the special game executed when controlled to the first time-saving state is 1 and the predetermined condition is not established, if the game ball does not pass through the specific area 29 during the small winning game awarded after the small winning symbols Za to Zc are derived, the game is controlled to the normal state.

[0189] FIG. 14 is a timing chart showing an example of a case where the small winning symbol Zc is derived when controlled in the fourth time-shortening state. At time t70, the gaming state of the gaming machine 10 is the fourth time-shortened state. At this time, the fourth number of lead-outs, the fifth number of lead-outs, and the sixth number of lead-outs are each 1. At time t71, the small win pattern Zc is led out in the second special game in the gaming machine 10. As a result, the sixth small win game is started in the gaming machine 10. At this time, the sixth number of lead-outs is decremented by 1 to 0. Therefore, the fourth time-shortened state ends. Then, the gaming machine 10 is controlled to the normal state.

[0190] At time t72, the sixth small win game is ended in the gaming machine 10. In the gaming machine 10, the specific passing sensor SE5 does not detect a game ball during the sixth small win game from time t71 to time t72. Therefore, at time t72, the sixth big win game is not started in the gaming machine 10. At time t72, the gaming machine 10 is controlled to a normal state. Incidentally, if the specific passing sensor SE5 detects a game ball during the sixth small win game from time t71 to time t72, the sixth big win game starts at time t72. After that, the gaming machine 10 is controlled to a third time-saving state when the sixth big win game is ended.

[0191] In this way, at time t71, the number of times that the small winning symbol Za is derived in the special game executed when controlled to the fourth time-saving state is not 1. Also, at time t71, the number of times that the small winning symbol Zb is derived in the special game executed when controlled to the fourth time-saving state is not 1. On the other hand, at time t71, the number of times that the small winning symbol Zc is derived in the special game executed when controlled to the fourth time-saving state is 1, and the special condition is established. Therefore, at time t71, the game machine 10 is controlled to the normal state. And, in the gaming machine 10, since the gaming ball does not pass through the specific area 29 during the small winning game, the big winning game is not awarded at time t72, and the game machine 10 is not controlled to the third time-saving state, but is controlled to the normal state. In other words, even if the number of times that the small win symbols Za to Zc are derived in the special game executed when controlled to the fourth time-saving state is 1 and the special condition is established, if the game ball passes through the specific area 29 during the small win game awarded after the small win symbols Za to Zc are derived, the game is controlled to the third time-saving state. On the other hand, if the number of times that the small win symbols Za to Zc are derived in the special game executed when controlled to the fourth time-saving state is 1 and the special condition is established, and the game ball does not pass through the specific area 29 during the small win game awarded after the small win symbols Za to Zc are derived, the game is controlled to the normal state.

[0192] FIG. 15 is a timing chart showing an example of a case where the small winning symbol Za is derived when controlled in the third time-saving state. At time t80, the gaming machine 10 is in the third time-shortened state. At this time, the fourth derivation count is 10 times. The fifth derivation count and the sixth derivation count are each 1 time. At time t81, the gaming machine 10 derivates the small win pattern Za in the second special game. As a result, the gaming machine 10 starts the fourth small win game. At this time, the fourth derivation count is decremented by 1 to 9 times. The updated fourth derivation count is not 0. Therefore, the third time-shortened state does not end.

[0193] At time t82, the fourth small win game is ended in the gaming machine 10. In the gaming machine 10, the specific passing sensor SE5 does not detect a game ball during the fourth small win game from time t81 to time t82. Therefore, at time t82, the fourth big win game is not started in the gaming machine 10. At time t82, the gaming machine 10 is controlled to a normal state due to the end of the fourth small win game. Incidentally, if the specific passing sensor SE5 detects a game ball during the fourth small win game from time t81 to time t82, the fourth big win game starts at time t82. After that, the gaming machine 10 is controlled to a fourth time-shortened state when the fourth big win game is ended.

[0194] The effects of the embodiment will be described. (1) The gaming machine 10 is configured so that when the gaming ball passes through the specific area 29 during a small win game, it is more advantageous for the player than when the gaming ball does not pass through the specific area 29 during a small win game. In the gaming machine 10 configured in this way, when the fifth small win game or the sixth small win game is awarded while being controlled to the third time-shortening state, it can be controlled to the same gaming state as when the fifth small win game or the sixth small win game is awarded. On the other hand, when the fourth small win game is awarded while being controlled to the third time-shortening state, it can be controlled to a gaming state more advantageous for the player than when the fourth small win game is awarded. In this way, when being controlled to the third time-shortening state, when the fifth small win game or the sixth small win game is awarded, it is controlled to the third time-shortening state again, and for example, when the fourth small win game is awarded while being repeatedly controlled to the third time-shortening state, it is controlled to the fourth time-shortening state. As a result, according to this embodiment, when the fourth small win game is awarded while the game is controlled to the third time-saving state, the player can understand that the game is controlled to the fourth time-saving state. Therefore, according to this embodiment, the player can enjoy the game in the third time-saving state for a long time, and can have a sense of expectation about the type of small win game awarded in the third time-saving state, thereby improving the interest.

[0195] (2) In the third time-saving state and the fourth time-saving state, the game ball is more likely to enter the second starting hole 15 than in the normal state, so the small win lottery is more likely to be executed, which is advantageous for the player. In the normal state, the third time-saving state, and the fourth time-saving state, the probability that the small win lottery and the small win pattern lottery result in the small win pattern Za to Zc is the same. Here, the third time-saving state and the fourth time-saving state each have a set upper limit number of times that the second special game can be executed. When the third time-saving state is controlled, if the fifth small win game or the sixth small win game is awarded, the third time-saving state is controlled again, so that the upper limit number of times that the second special game can be executed is reset, and the player can enjoy the game in the third time-saving state with a renewed feeling. Since the upper limit number of executions of the second special game in the fourth time-saving state is greater than the upper limit number of executions of the second special game in the third time-saving state, the probability of winning the small win symbols Za to Zc in the fourth time-saving state is higher. Therefore, according to this embodiment, when the game is controlled to the third time-saving state, the player's expectation can be increased for the fourth small win game to be awarded and the game being controlled to the fourth time-saving state. In this way, according to this embodiment, the player's expectation can be changed by making the upper limit number of executions of the second special game, which can be controlled according to the game state, different while keeping the probability of winning the small win symbols Za to Zc as a result of the small win lottery and the small win pattern lottery the same. And, the player's interest can be improved by having a sense of expectation for the award of the small win game and the change in the game state due to the award of the small win game.

[0196] (3) When controlled to the fourth time-saving state, the presentation mode in the presentation display device 12 suggests or notifies that a small win will be awarded before the fourth time-saving state ends. On the other hand, when controlled to the third time-saving state, the presentation mode in the presentation display device 12 does not suggest or notify that a small win will be awarded before the third time-saving state ends. Therefore, according to this embodiment, the fourth time-saving state can be understood to be a more advantageous state for the player than the third time-saving state. And, particularly when controlled to the fourth time-saving state, it is possible to give a sense of security that a small win will be awarded before the fourth time-saving state ends, and to give a sense of expectation about the type of small win to be awarded, thereby improving interest.

[0197] (4) The gaming machine 10 is configured so that when the gaming ball passes through the specific area 29 during the small win game, it is more advantageous for the player than when the gaming ball does not pass through the specific area 29 during the small win game. In the gaming machine 10 configured in this way, when the fourth small win game or the fifth small win game is awarded when controlled to the second time-shortening state, it can be controlled to the fourth time-shortening state, which is more advantageous for the player than when the fourth small win game or the fifth small win game is awarded. On the other hand, when the sixth small win game is awarded when controlled to the second time-shortening state, it is not controlled to the fourth time-shortening state. As a result, according to this embodiment, it can be understood that when controlled to the second time-shortening state, it is necessary to award the fourth small win game or the fifth small win game in order to control to the fourth time-shortening state. Since the fourth time-saving state is more advantageous to the player than the second time-saving state, it is possible to make the player feel a sense of expectation that the fourth or fifth small win will be awarded when the game is controlled to the second time-saving state. Therefore, according to this embodiment, it is possible to make the player feel a sense of expectation about the type of small win awarded in the second time-saving state, and to improve the interest.

[0198] (5) In the second time-shortening state and the fourth time-shortening state, the game ball is more likely to enter the second starting hole 15 than in the normal state, so the small win lottery is more likely to be executed, and it can be said that these are advantageous states for the player. In the normal state, the second time-shortening state, and the fourth time-shortening state, the probability that the result of the small win lottery and the small win pattern lottery will be the small win pattern Za to Zc is the same. Here, the second time-shortening state and the fourth time-shortening state each have a set upper limit number of times that the second special game can be executed. Since the upper limit number of times that the second special game can be executed in the fourth time-shortening state is greater than the upper limit number of times that the second special game can be executed in the second time-shortening state, the probability of winning the small win pattern Za to Zc in the fourth time-shortening state is higher. Therefore, according to this embodiment, when the game is controlled to the second time-shortening state, the fourth small win game or the fifth small win game is awarded, and the game is controlled to the fourth time-shortening state, so that the player's expectation can be increased. In this way, according to this embodiment, the probability of winning the small win symbols Za to Zc as a result of the small win lottery and the small win symbol lottery is the same, while the upper limit number of executions of the second special game that can be controlled according to the game state is changed, so that the expectation of the player can be changed. And, the expectation of the small win game being awarded and the change in the game state due to the award of the small win game can be increased, thereby improving the interest.

[0199] (6) When controlled to the fourth time-saving state, the presentation mode of the presentation display device 12 suggests or notifies that a small win will be awarded before the fourth time-saving state ends. On the other hand, when controlled to the second time-saving state, the presentation mode of the presentation display device 12 does not suggest or notify that a small win will be awarded before the second time-saving state ends. Therefore, according to this embodiment, the fourth time-saving state can be understood to be a more advantageous state for the player than the second time-saving state. And, particularly when controlled to the fourth time-saving state, it is possible to give a sense of security that a small win will be awarded before the fourth time-saving state ends, and to give a sense of expectation about the type of small win to be awarded, thereby improving interest.

[0200] (7) According to this embodiment, as a condition for controlling the first or second time-shortened state to the normal state, there is a predetermined condition that can be established when the number of times that the small winning symbols Za to Zc are derived in the special game executed in the controlled game state becomes a plurality of times. When the specific area 29 is passed during any of the fourth to sixth small winning games awarded when the game is controlled to the first or second time-shortened state, the game state is controlled to a different game state from the controlled game state. In the game machine 10 having such a configuration, for example, when any of the fourth to sixth small winning games is awarded when the game machine is controlled to the first or second time-shortened state, it is considered that the game machine 10 is not controlled to a different game state from the controlled game state by preventing a game ball from entering the first large winning hole 18. If such an action is taken, the original playability of the game machine is impaired. In the gaming machine 10, when the gaming ball does not pass through the specific area 29 during any of the 4th to 6th small win games, the gaming machine 10 is controlled to the normal state. This makes it possible to suppress the action of preventing the gaming ball from entering the first large winning hole 18 when any of the 4th to 6th small win games is awarded while the gaming machine 10 is controlled to the 1st or 2nd time-saving state. Therefore, according to this embodiment, the gaming machine can be enjoyed without impairing the original playability of the gaming machine, and the interest can be improved.

[0201] (8) According to this embodiment, as a condition for controlling the fourth time-saving state to the normal state, there is a special condition that is established when the number of times the small winning symbols Za to Zc are derived in the special game executed when controlled to the fourth time-saving state becomes 1. In other words, in the fourth time-saving state, the game ends when the small winning symbols Za to Zc are derived once, so it can be easily imagined that it would be disadvantageous for the player if an action was taken to prevent the game ball from entering the first large winning hole 18 in the fourth small winning game to the sixth small winning game that were awarded when controlled to the fourth time-saving state. As a result, according to this embodiment, it is possible to suppress the action of preventing the game ball from entering the first large winning hole 18 in the fourth small winning game to the sixth small winning game. Therefore, according to this embodiment, it is possible to enjoy the game without impairing the original playability as a gaming machine, and to improve the interest.

[0202] (9) According to this embodiment, it is considered that an action is performed in which a game ball is not allowed to enter the first large prize opening 18 during the sixth small prize game awarded after the small prize symbol Zc is derived, while a game ball is allowed to enter the first large prize opening 18 during the fourth small prize game or the fifth small prize game awarded after the small prize symbol Za or the small prize symbol Zb is derived. That is, it is considered that an action is performed in the gaming machine 10 to control the gaming machine 10 to the fourth time-saving state, which is more advantageous than the normal state, while preventing the gaming machine 10 from being controlled to the disadvantageous normal state. If such an action is performed, the original playability of the gaming machine is impaired. Meanwhile, in the gaming machine 10, the gaming machine 10 is controlled to the normal state when the gaming ball does not pass through the specific area 29 during the fourth small prize game to the sixth small prize game. As a result, when the fourth to sixth small win games are awarded while the game machine is controlled to the first or second time-saving state, it is possible to suppress the action of preventing the game ball from entering the first large winning hole 18. Therefore, according to this embodiment, the game machine can be enjoyed without impairing its inherent playability, and the interest can be improved.

[0203] 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. If the game ball does not pass through the specific area 29 during the small win game, the game state before the small win game is awarded may be controlled after the small win game ends. In other words, if the game ball does not pass through the specific area 29 during the small win game, the game state may be controlled not to change from the game state during the small win game after the small win game ends.

[0204] When the ball-entering state during the fourth small win game is the ball-entering rate improvement state, the main CPU 41a may control the fourth big win game to the third time-saving state when the fourth small win game is ended. When the ball-entering state during the fourth small win game is the ball-entering rate improvement state, the main CPU 41a may control the fourth big win game to the normal state when the fourth big win game is ended.

[0205] When the ball entry state during the fifth small win game is the ball entry rate improvement state, the main CPU 41a may control the fifth big win game to the third time-saving state when the fifth small win game is ended. When the ball entry state during the fifth small win game is the ball entry rate improvement state, the main CPU 41a may control the fifth big win game to the normal state when the fifth big win game is ended.

[0206] When the ball entry state during the 6th small win game is the ball entry rate improvement state, the main CPU 41a may control the 3rd time-saving state when the 6th big win game is ended. When the ball entry state during the 6th small win game is the ball entry rate improvement state, the main CPU 41a may control the 4th time-saving state when the 6th big win game is ended.

[0207] ·When the ball-entering state during the 6th small win game is the ball-entering rate improvement state, the main CPU 41a may control the 6th big win game to the first time-saving state when the 6th small win game is ended. When the ball-entering state during the 6th small win game is the ball-entering rate improvement state, the main CPU 41a may control the 6th big win game to the second time-saving state when the 6th small win game is ended. When the ball-entering state during the 6th small win game is the ball-entering rate improvement state, the main CPU 41a may control the 6th big win game to the third time-saving state when the 6th big win game is ended. When the ball-entering state during the 6th small win game is the ball-entering rate improvement state, the main CPU 41a may not control the 6th big win game to the fourth time-saving state when the 6th small win game is ended. When the 6th small win game is awarded when controlled to the first time-saving state, it is preferable not to control to the fourth time-saving state. When the sixth small win game is awarded while the game is controlled to the second time-shortening state, it is preferable that the game is not controlled to the fourth time-shortening state.

[0208] Instead of the small win lottery and the small win pattern lottery, a special pattern lottery may be held. In the special pattern lottery, the special pattern to be derived in the special game may be determined by lottery. As an example, in the special pattern lottery to determine the first special pattern to be derived in the first special game, any of the small win patterns ZA to ZC and the loss pattern may be determined by lottery. As an example, in the special pattern lottery to determine the second special pattern to be derived in the second special game, any of the small win patterns Za to Zc and the loss pattern may be determined by lottery. In this case, the special pattern lottery is an example of a predetermined lottery.

[0209] The main CPU 41a may control the state to a non-ball winning rate improvement state when the first time-saving count after the update becomes 0 and a losing symbol is derived. The main CPU 41a may control the state to a non-ball winning rate improvement state until the small winning game ends when the first time-saving count after the update becomes 0 and a small winning symbol is derived. In this case, the main CPU 41a may control the state to a non-ball winning rate improvement state when the small winning game ends.

[0210] The main CPU 41a may control the state to a non-ball winning rate improvement state when the second time-saving count after the update becomes 0 and a losing symbol is derived. The main CPU 41a may control the state to a non-ball winning rate improvement state until the small winning game ends when the second time-saving count after the update becomes 0 and a small winning symbol is derived. In this case, the main CPU 41a may control the state to a non-ball winning rate improvement state when the small winning game ends.

[0211] ·The first upper limit number of times is not limited to 10 times. The first upper limit number of times may be 11 times or more, and may be 9 times or less. It is preferable that the first upper limit number of times is a number greater than the upper limit number of the first special reserved number. The second upper limit number of times is not limited to 10000 times. The second upper limit number of times may be 9999 times or less, and may be 10001 times or more. The second upper limit number of times is preferably a number such that, when controlled to the first time-saving state and the fourth time-saving state, there is no case where the second small win lottery is not actually controlled to the normal state without winning a small win. The third upper limit number of times is not limited to 10 times. The third upper limit number of times may be 9 times or less, or 11 times or more, as long as it is 2 times or more. The fourth upper limit number of times is not limited to 10 times. The fourth upper limit number of times may be 9 times or less, or 11 times or more, as long as it is 2 times or more. The fifth upper limit number of times is not limited to 50 times. The fifth upper limit number of times may be 49 times or less. The fifth upper limit number of times may be 51 times or more as long as it is less than the second upper limit number of times. The fifth upper limit number of times may be more than the sixth upper limit number. The fifth upper limit number of times may be a number of times that may be controlled to the normal state without winning a small win in the second small win lottery when controlled to the second time-shortening state. The sixth upper limit number of times is not limited to 70 times. The sixth upper limit number of times may be 69 times or less. The sixth upper limit number of times may be 71 times or more as long as it is less than the second upper limit number of times. The sixth upper limit number of times may be less than the fifth upper limit number. The sixth upper limit number of times may be a number of times that may be controlled to the normal state without winning a small win in the second small win lottery when controlled to the third time-shortening state. The seventh upper limit number of times may be 1 time regardless of the first upper limit number to the sixth upper limit number.

[0212] The probability of winning a small win in the first small win lottery is not limited to 1 / 319. The probability of winning a small win in the second small win lottery may be less than 1 / 319 or may be higher than 1 / 319. The probability of winning a small win in the first small win lottery may be lower than the probability of winning a small win in the second small win lottery. The probability of winning a small win in the second small win lottery is not limited to 1 / 50. The probability of winning a small win in the second small win lottery may be less than 1 / 50 or may be higher than 1 / 50. The probability of winning a small win in the second small win lottery may be higher than the probability of winning a small win in the first small win lottery.

[0213] The eighth condition of the first time-shortening state may be established when the number of times the small winning pattern Zc is derived in the second special game after being controlled to the first time-shortening state reaches a number different from the fourth upper limit number. The number of times different from the fourth upper limit number may be two or more. The eighth condition of the second time-shortening state may be established when the number of times the small winning pattern Zc is derived in the second special game after being controlled to the second time-shortening state reaches a number different from the fourth upper limit number. The number of times different from the fourth upper limit number may be two or more. In this case, the fourth upper limit number is an example of the first number of times. The number of times different from the fourth upper limit number is an example of the second number of times. The first number of times and the second number of times are different numbers.

[0214] The sub-CPU 50a may execute a preview effect in relation to the effect game. When executing a preview effect, the sub-CPU 50a controls the effect display device 12 to execute the preview effect. The preview effect is an effect that suggests or notifies the expectation that the special game being executed will result in a small win (expected small win probability). The sub-CPU 50a may control the effect to be executed in the normal effect mode, the second chance effect mode, and the fourth chance effect mode. On the other hand, the sub-CPU 50a may control the effect not to be executed in the first chance effect mode, the third chance effect mode, and the fifth chance effect mode.

[0215] The gaming machine 10 may have different rules for presentation (hereinafter, referred to as presentation rules) depending on the presentation mode set. The presentation rules may be rules for presentation. Each presentation mode may have a predetermined presentation rule. As an example, the presentation rules may include rules regarding the color of the image displayed in various presentations. For example, in the normal presentation mode, the second chance presentation mode, and the fourth chance presentation mode, when a presentation using a predetermined color (for example, red) is executed, it is determined that a super reach presentation is executed, but it may be determined that a small win game is awarded and that a small win game is not awarded. For example, in the first chance presentation mode, the third chance presentation mode, and the fifth chance presentation mode, it may be determined that a small win game is awarded when a presentation using the predetermined color is executed. For example, in the first chance presentation mode, the third chance presentation mode, and the fifth chance presentation mode, a presentation using the predetermined color may not be executed. In other words, in the first chance performance mode, the third chance performance mode, and the fifth chance performance mode, there may be no rules regarding the colors of the images displayed in the various performances.

[0216] As an example, the presentation rule may include a rule on the type of symbol combination derived in the presentation game. For example, in the first chance presentation mode, the second chance presentation mode, and the fourth chance presentation mode, when a predetermined symbol combination (for example, "777") is derived, it may be determined that the state is controlled to the fourth time-saving state via a small win game and a big win game. In this case, in the third chance presentation mode and the fifth chance presentation mode, the state is not controlled to the fourth time-saving state via a small win game and a big win game, so that the predetermined symbol combination may not be derived. In other words, a presentation rule may be predefined that a symbol combination different from the predetermined symbol combination is always derived in the third chance presentation mode and the fifth chance presentation mode. In this way, in the gaming machine 10, different presentation rules may be predefined for the second chance presentation mode and the fourth chance presentation mode and for the third chance presentation mode and the fifth chance presentation mode.

[0217] The distribution member 28 may operate in a first state in which it distributes the game ball that entered the first large prize opening 18 to the first passage 26a when the small prize round game starts, and then maintain the first state until the small prize round game ends. The distribution member 28 may operate in a second state in which it distributes the game ball that entered the first large prize opening 18 to the second passage 26b when the small prize round game ends.

[0218] The gaming machine 10 may be configured to allow game balls to enter the first large prize opening 18 during a big win round game. One big win round game may end when a predetermined upper limit number (10 balls, for example) of game balls enter the first large prize opening 18 or when a predetermined upper limit time (25 seconds, for example) has elapsed. In this case, the gaming machine 10 may not include the second large prize opening 20, the second special movable piece 21, and the second count sensor SE4. The distribution member 28 may operate to a second state in which the game balls that have entered the first large prize opening 18 are distributed to the second passage 26b during a big win game, and then maintain the second state until a small win game is awarded.

[0219] When the main CPU 41a receives a detection signal from the specific passage sensor SE5 during a predetermined time (for example, 10 ms) from the end of the small win game, the main CPU 41a may store the specific passage information in the main RAM 41c. Then, the main CPU 41a may determine whether the specific passage information is stored in the main RAM 41c when a predetermined time has elapsed after the end of the small win game, and may award a big win game based on the determination.

[0220] The small win symbol determination value used in the small win symbol lottery may be different depending on the game state. The first special game and the second special game may be executed in the order of reservation, or may be executed simultaneously in parallel.

[0221] The pachinko game machine of the above embodiment may be applied to a pachinko game machine that performs a big win lottery in addition to a small win lottery. In general, when a big win is won in the big win lottery, the big win game is awarded after the special game ends. Then, when the big win game ends, the game state is controlled to be different from the normal state. As an example, the game state different from the normal state is any one of the first to fourth time-saving states.

[0222] As a pachinko game machine that can be controlled to a high probability state (so-called probability fluctuation state), there is a specification (falling machine) that controls to a high probability state until a falling lottery is won, and a specification that the high probability state continues until the next big win game is awarded. In addition, a pachinko game machine that can be controlled to a high probability state has a specification (V probability change machine) that controls to a high probability state when a game ball passes through a specific area. The pachinko game machine of the above embodiment may be embodied as a pachinko game machine of any of these specifications. The pachinko game machine may be a pachinko game machine of a specification that combines the above-mentioned falling machine and V probability change machine. In addition, the pachinko game machine of the above embodiment may be embodied as a game machine that awards a big win game based on winning a big win in a big win lottery and a big win game based on a game ball passing through a specific area (so-called one-type two-type mixed machine).

[0223] The above embodiment may be embodied in a pachinko game machine in which a virtual medium composed of electronic data is provided when a game ball is provided. That is, the above embodiment may be embodied in a pachinko game machine in which a physical game medium is not paid out (a so-called managed game machine). Such a pachinko game machine is configured to convert a game ball that can be launched by using the virtual medium, and to be able to launch the game ball.

[0224] The functions of the main control board 40 may be realized by being divided among multiple boards. The main control board 40 may be composed of multiple CPUs mounted on a single board. The functions of the sub-control board 50 may be realized by being divided among multiple boards. For example, a pachinko game machine may be equipped with a display board that specializes in controlling the performance display device 12, a lamp board that specializes in controlling the decorative lamps LA, and an audio board that specializes in controlling the speaker SP, and may further be equipped with a master board that comprehensively controls these boards. In addition, the sub-CPU 50a may be composed of multiple CPUs mounted on a single board.

[0225] The technical ideas that can be understood from each embodiment and modification will be described. (Note 1) A gaming machine in which a special winning game is awarded when a specific result is obtained as a result of a predetermined lottery, the gaming machine is provided with a special winning port into which a gaming ball can enter when the special winning game is awarded, a special detection means capable of detecting that a gaming ball that has entered the special winning port has passed through a specific area, and a gaming state control means for controlling a gaming state, and when the gaming ball passes through the special area during the special winning game, it is more advantageous for the player than when the gaming ball does not pass through the special area during the special winning game, and the special results include a first special result and a second special result, and when the result of the predetermined lottery is obtained, the special winning game is awarded. A gaming machine comprising a first specific winning game that is awarded when the first specific result is achieved, and a second specific winning game that is awarded when the result of the predetermined lottery is the second specific result, the gaming states include a first specific state and a second specific state, the second specific state being a state more advantageous to a player than the first specific state, and when the first specific winning game is awarded while controlled to the first specific state, the gaming machine can be controlled to the second specific state, while when the second specific winning game is awarded while controlled to the first specific state, the gaming machine can be controlled to the first specific state.

[0226] (Appendix 2) A gaming machine comprising a specific start port into which a gaming ball can enter, and wherein the predetermined lottery and a variable game are executed based on the entry of a gaming ball into the specific start port, the first specific state and the second specific state are states in which it is easier for a gaming ball to enter the specific start port compared to a normal state, and the normal state, the first specific state, and the second specific state have the same probability that the result of the predetermined lottery executed based on the entry of a gaming ball into the specific start port will be the specific result, and the first specific state is controllable up to a first specific upper limit number of times that the variable game is executed after being controlled to the first specific state, and the second specific state is controllable up to a second specific upper limit number of times that the variable game is executed after being controlled to the second specific state, and the second specific upper limit number of times is greater than the first specific upper limit number of times (Appendix 1).

[0227] (Appendix 3) A gaming machine comprising: a mode control means capable of controlling to set a presentation mode; and a presentation control means for controlling a presentation execution means, the presentation modes being a first specific presentation mode and a second specific presentation mode, the mode control means being capable of controlling to set the first specific presentation mode when controlled to the first specific state, and being capable of controlling to set the second specific presentation mode when controlled to the second specific state, the presentation mode of the presentation execution means suggesting or notifying, when the second specific presentation mode is set, that the specific winning game will be awarded before the number of times the variable game has been executed since being controlled to the second specific state reaches the second specific upper limit number of times, and the presentation mode of the presentation execution means not suggesting or notifying, when the first specific presentation mode is set, that the specific winning game will be awarded before the number of times the variable game has been executed since being controlled to the first specific state reaches the first specific upper limit number of times (Appendix 2).

[0228] (Appendix 4) A gaming machine in which a special winning game is awarded when a result of a predetermined lottery is a special result, the gaming machine is provided with a specific winning port into which a gaming ball can enter when the special winning game is awarded, specific detection means capable of detecting that a gaming ball that has entered the specific winning port has passed through a specific area, and gaming state control means for controlling a gaming state, and when a gaming ball passes through the specific area during the special winning game, it is more advantageous for a player than when the gaming ball does not pass through the specific area during the special winning game, and the special results include a first special result and a second special result, and the special winning game includes a first special winning game that is awarded when the result of the predetermined lottery is the first special result. a second special winning game that is awarded when the result of the predetermined lottery is the second special result, the game states include a normal state, a first special state, and a second special state, the first special state is a state that is more advantageous to the player than the normal state, and the second special state is a state that is more advantageous to the player than the first special state, and when the first special winning game is awarded while controlled to the first special state, the game machine can be controlled to the second special state, but when the second special winning game is awarded while controlled to the first special state, the game machine is not controlled to the second special state.

[0229] (Appendix 5) A gaming machine having a specific start port into which a gaming ball can enter, and a predetermined lottery and a variable game are executed based on a gaming ball entering the specific start port, the first special state and the second special state are states in which a gaming ball is more likely to enter the specific start port than the normal state, and the normal state, the first special state, and the second special state have the same probability that the result of the predetermined lottery executed based on a gaming ball entering the specific start port will be the special result, the first special state is controllable up to a first special upper limit number of times that the variable game is executed after being controlled to the first special state, and the second special state is controllable up to a second special upper limit number of times that the variable game is executed after being controlled to the second special state, and the second special upper limit number of times is greater than the first special upper limit number of times (Appendix 4).

[0230] (Appendix 6) A gaming machine comprising: a mode control means capable of controlling the setting of a presentation mode; and a presentation control means for controlling a presentation execution means, the presentation modes being a first special presentation mode and a second special presentation mode, the mode control means being capable of controlling the setting of the first special presentation mode when controlled to the first special state, and being capable of controlling the setting of the second special presentation mode when controlled to the second special state, the presentation mode of the presentation execution means suggesting or notifying, when the second special presentation mode is set, that the special winning game will be awarded before the number of times the variable game has been executed since being controlled to the second special state reaches the second special upper limit number of times, and the presentation mode of the presentation execution means not suggesting or notifying, when the first special presentation mode is set, that the special winning game will be awarded before the number of times the variable game has been executed since being controlled to the first special state reaches the first special upper limit number of times (Appendix 5).

[0231] (Appendix 7) In a gaming machine capable of executing a variable game and in which a special winning game is awarded after a special winning result is derived in the variable game, the gaming machine is provided with a specific winning port into which a gaming ball can enter when the special winning game is awarded, a specific detection means capable of detecting that a gaming ball that has entered the specific winning port has passed through a specific area, and a gaming state control means for controlling a gaming state, the gaming state includes a plurality of gaming states including a normal state and a predetermined state, the predetermined state being a state that is more advantageous to a player than the normal state, and a condition for controlling the predetermined state to the normal state includes a condition in which the special winning result is derived in a variable game executed when the gaming machine is controlled to the predetermined state. a predetermined condition that can be established when the number of times that the special hit result has been derived reaches a plurality of times, and if the special hit result is derived in a variable game executed while the machine is controlled to the predetermined state and the game ball passes through the specific area during the special hit game that is awarded after the special hit result has been derived, the machine is controlled to a game state different from the predetermined state, and even if the number of times that the special hit result has been derived in a variable game executed while the machine is controlled to the predetermined state is 1 and the predetermined condition has not been established, if the game ball does not pass through the specific area during the special hit game that is awarded after the special hit result has been derived, the machine is controlled to the normal state.

[0232] (Appendix 8) The gaming state includes a special state, which is a state that is more advantageous to a player than the normal state, and the conditions for controlling the special state to the normal state include a special condition that is established when the number of times the special winning result has been derived in a variable game executed while controlled to the special state becomes 1 (Appendix 7).

[0233] (Note 9) The special winning result includes a first special winning result and a second special winning result, and the predetermined condition is established when the number of times the first special winning result is derived in the variable game executed when controlled in the predetermined state becomes a first number, which is a plurality of times, and is established when the number of times the second special winning result is derived in the variable game executed when controlled in the predetermined state becomes a second number, which is a plurality of times, and the game state includes a special state, and the special state is a state that is more advantageous to a player than the normal state, and A gaming machine as described in (Appendix 7) or (Appendix 8), in which if the first special hit result is derived in a variable game executed while the machine is controlled to a predetermined state, and if the gaming ball passes through the specific area during the special hit game that is awarded after the first special hit result is derived, the machine is controlled to the special state, and if the second special hit result is derived in a variable game executed while the machine is controlled to the predetermined state, and if the gaming ball passes through the specific area during the special hit game that is awarded after the second special hit result is derived, the machine is controlled to the normal state. [Explanation of symbols]

[0234] 10... Game machine 12... Performance display device 13b... Second special symbol display section 15... Second start opening 16... Normal movable piece 18... First big prize opening 19... First special movable piece 29... Specific area 40... Main control board 41a... Main CPU 50... Sub control board 50a... Sub CPU GH... Image display section LA... Decorative lamp SE5... Specific passage sensor SP... Speaker

Claims

[Claim 1] In a gaming machine in which a special prize is awarded when a predetermined lottery result is a special result, A specific winning hole into which a game ball can enter when the special winning game is awarded; A specific detection means capable of detecting that a gaming ball that has entered the specific winning hole has passed through a specific area; A game state control means for controlling a game state, When the game ball passes through the specific area during the special winning game, it is more advantageous for the player than when the game ball does not pass through the specific area during the special winning game, The special results include a first special result and a second special result, The special winning game includes a first special winning game that is awarded when the result of the predetermined lottery is the first special result, and a second special winning game that is awarded when the result of the predetermined lottery is the second special result, The game state includes a normal state, a first special state, and a second special state. the first special state is a state that is more advantageous to the player than the normal state, the second special state is a state that is more advantageous to the player than the first special state; When the first special win game is awarded while the first special state is being controlled, the second special state may be controlled; When the second special winning game is awarded while the first special state is being controlled, the second special state is not controlled, A gaming machine characterized in that, when the first special winning game is awarded while the gaming machine is controlled to the second special state, the gaming machine is not controlled to the second special state.

Citation Information

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