Gaming Machines
The gaming machine addresses the need for enhanced player engagement by incorporating a state control system and player-influenced music selection, resulting in improved fun and excitement during gameplay.
Patent Information
- Application Number
- JP2023015309
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-02-03
- Publication Date
- 2025-05-02
- Estimated Expiration
- 2043-02-03
AI Technical Summary
Existing gaming machines lack innovative methods to enhance player engagement through music selection, limiting the fun and excitement of the game.
A gaming machine with a state control system, audio output system, output control system, and player-operable operation system, featuring multiple advantageous states with distinct music output options, allowing players to influence music changes through operations.
The system improves player interest and engagement by offering varied and player-influenced music experiences during different game states, enhancing the overall gaming experience.
Smart Images

Figure 0007671515000001 
Figure 0007671515000002 
Figure 0007671515000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Among conventional pachinko gaming machines, which are a type of gaming machine, there are some that are configured to allow an operation to select music to be output from a speaker. For example, in the gaming machine described in Patent Document 1, the music output from the speaker can be changed by performing a predetermined button operation while in a standby state. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-187882 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in such gaming machines, it is desirable to improve the manner in which the music to be output from the speaker is selected, thereby increasing the interest in the game. [Means for solving the problem]
[0005] A gaming machine that solves the above problem includes a state control means for controlling a state of the gaming machine, a sound output means for outputting sound, an output control means for controlling the sound output means, and an operation means that can be operated by a player. A display means capable of displaying an image; the states controlled by the state control means include a normal state and an advantageous state which is more advantageous to the player than the normal state, and the advantageous state includes a plurality of types of advantageous states including a first advantageous state and a second advantageous state, and the plurality of types of advantageous states have different degrees of advantage to the player; the first advantageous state is an advantageous state that is more advantageous to the player than the second advantageous state;The audio output means is capable of outputting music during the advantageous state, and there are multiple types of music that can be output during the advantageous state, and the output control means is capable of controlling to change the music to be output during the advantageous state in response to operation of the operation means, and when the number of times controlled to the first advantageous state is a specific number of times, a specific music piece is output during the first advantageous state for the specific number of times, regardless of the type of music that was output during the advantageous state before being controlled to the first advantageous state, and when the game is controlled to the first advantageous state after being controlled to the second advantageous state and is then controlled to the second advantageous state, the game is capable of determining the music to be output with the start of the second advantageous state controlled after the first advantageous state, based on the type of music that was output during the second advantageous state controlled before the first advantageous state. Whether the specific condition is satisfied during the first advantageous state or the specific condition is satisfied during the second advantageous state, output of a plurality of types of music including the specific music is restricted after the advantageous state ends, and the display means is capable of displaying an image suggesting the satisfaction of the specific condition before the satisfaction of the specific condition. The gist of the present invention is as follows. A gaming machine that solves the above problem comprises a state control means for controlling the state of the gaming machine, a sound output means for outputting sound, an output control means for controlling the sound output means, and an operation means operable by a player, wherein the states controlled by the state control means include a normal state and an advantageous state which is more advantageous to the player than the normal state, and the advantageous states include a plurality of types of advantageous states including a first advantageous state and a second advantageous state, and the plurality of types of advantageous states differ in the degree of advantage to the player, and the first advantageous state is more advantageous to the player than the second advantageous state, and the sound output means is capable of outputting music during the advantageous state, and the music which can be output during the advantageous state is There are multiple types, and the output control means is capable of controlling to change the music piece to be output during the advantageous state in response to operation of the operating means, and when the number of times controlled to the first advantageous state is a specific number, a specific music piece is output during the first advantageous state for the specific number of times, regardless of the type of music piece that was output during the advantageous state before being controlled to the first advantageous state, and when the game is controlled to the first advantageous state after being controlled to the second advantageous state, and then is further controlled to the second advantageous state, the same music piece as that which was output at the end of the second advantageous state controlled before the first advantageous state is output with the start of the second advantageous state controlled after the first advantageous state. Effect of the Invention
[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a front view showing a pachinko gaming machine. [Diagram 2] FIG. [Diagram 3] 1A is an explanatory diagram showing the types of big winning symbols, and FIG. 1B is an explanatory diagram showing the types of special winning symbols. [Figure 4] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Diagram 5] FIG. 13 is an explanatory diagram showing the transition of the game state. [Figure 6] 11 is a flowchart showing a first time-saving state start process. [Figure 7] 13 is a flowchart showing a second time-saving state start process. [Figure 8] 13 is a flowchart showing a music change process. [Figure 9] 13 is a flowchart showing a special music setting process. [Figure 10] 13(a) to 13(c) are explanatory diagrams showing aspects of chance presentations during time-saving. 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 gaming machine 10 as a gaming machine includes a launch handle HD operated by a player when launching a gaming ball. The pachinko gaming machine 10 includes a speaker SP that outputs sound. The speaker SP can execute various notifications (hereinafter referred to as sound notifications) and various presentations (hereinafter referred to as sound presentations) by outputting sounds such as music and sound effects. In this embodiment, the speaker SP corresponds to a sound output means that outputs sound. The pachinko gaming machine 10 includes a decorative lamp LA having a light-emitting body (not shown). The decorative lamp LA can execute various notifications (hereinafter referred to as light-emitting notifications) and various presentations (hereinafter referred to as light-emitting presentations) by turning on, blinking, and turning off the light-emitting body.
[0009] The pachinko gaming machine 10 includes an operation button BT as an operation means that can be operated by a player. In this embodiment, the operation button BT is disposed on the front side of the pachinko gaming machine 10. In this embodiment, the operation button BT is a button-type means configured to be capable of being pressed. The operation button BT is not limited to being a button-type button, and may be a touch sensor type button or may be configured to cause a predetermined display device to function as a touch panel type button.
[0010] The pachinko game machine 10 includes a game board YB. A game area YBa is formed on the front side of the game board YB, into which game balls can flow. In this embodiment, game balls launched by operating the launch handle HD reach the game area YBa. The game board YB includes an opening window YBb in the approximate center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0011] As shown in FIG. 2, the pachinko game machine 10 is equipped with a performance display device 12 having 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 unit GH is visible through an opening window YBb (center frame W) of the game board YB when viewed from the front. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The performance display device 12 can execute various notifications (hereinafter referred to as display notifications) and various performances (hereinafter referred to as display performances) by displaying various images. In this embodiment, the performance display device 12 corresponds to a display means for displaying an image.
[0012] The pachinko gaming machine 10 includes an information display device 13 capable of displaying predetermined information. The information display device 13 is provided on the game board YB at a position visible to the player. The information display device 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a is capable of executing a first special symbol variable game as a variable game in which a predetermined symbol is variably displayed and the first special symbol is finally displayed as a fixed and stopped display. The information display device 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b is capable of executing a second special symbol variable game as a variable game in which a predetermined symbol is variably displayed and the second special symbol is finally displayed as a fixed and stopped display. The first special symbol and the second special symbol are symbols for notifying the result of a special winning lottery described later.
[0013] In the following description, the special winning lottery for the first special symbol is abbreviated to "first special winning lottery," and the special winning lottery for the second special symbol is abbreviated to "second special winning lottery." The first special symbol changing game is abbreviated to "first special game," and the second special symbol changing game is abbreviated to "second special game." The first special game and the second special game are collectively referred to as "special games." In this specification, "changing 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 displayed and the type of the displayed symbol does not change. With respect to symbols, "determined stop display" and "derivation" have the same meaning.
[0014] The special symbols that can be derived in the first special symbol display section 13a and the second special symbol display section 13b include a special winning symbol as a special winning result, a jackpot symbol as a jackpot result, and a losing symbol as a losing result. In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, when a special winning is won in the special winning lottery, a special winning symbol is derived in the special game, and a special winning game is generated after the special game ends. The special winning game will be described in detail later. Also, when a jackpot is won in the special winning lottery, a jackpot symbol is derived in the special game, and a jackpot game is generated after the special game ends. In the following description, a jackpot won in the special winning lottery may be referred to as a "pattern winning", and a jackpot game awarded when a jackpot is won in the special winning lottery may be referred to as a "pattern winning game". The jackpot game will be described in detail later. On the other hand, if neither the special win nor the jackpot is won in the special win lottery, a losing symbol is drawn in the special game. That is, in the first special symbol display section 13a and the second special symbol display section 13b of this embodiment, a special game can be executed in which the special symbols are changed and stopped based on the result of the special win lottery.
[0015] The information display device 13 includes a first special hold display section 13c. The first special hold display section 13c displays information that can identify the number of first special games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of first special games that are on hold is indicated as the "first special hold number". In this embodiment, the maximum value of the first special hold number is "4". The information display device 13 includes a second special hold display section 13d. The second special hold display section 13d displays information that can identify the number of second special games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of second special games that are on hold is indicated as the "second special hold number". In this embodiment, the maximum value of the second special hold number is "4".
[0016] The information display device 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e can execute a normal symbol variation game in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. The normal symbol is a symbol for notifying the result of a normal lottery, which will be described later. In the following description, the normal symbol variation game is abbreviated to "normal game." The normal symbols that can be derived to the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal winning symbol is won in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game is generated after the normal game ends.
[0017] The information display device 13 includes a regular hold display section 13f. The regular hold display section 13f displays information that can identify the number of regular games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of regular games on hold is referred to as the "regular hold number." In this embodiment, the maximum value of the regular hold number is "1." Note that each display section in the information display device 13 does not need to be provided on one display device, and may be provided on different parts. In addition, the information display device 13 may include a right hit display section that displays information instructing a so-called "right hit" and a round display section that notifies the upper limit number of rounds of play, which will be described later.
[0018] A plurality of winning holes into which game balls can enter are formed on the game board YB. The plurality of winning holes are open to the game area YBa. The plurality of winning holes include a first start winning hole 14, a second start winning hole 15, a first large winning hole 18, and a second large winning hole 20. The plurality of winning holes may include a winning hole different from these winning holes.
[0019] The first start winning opening 14 is a winning opening through which game balls enter to establish the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start winning opening 14 is located below the performance display device 12. The first start winning opening 14 is always open so that game balls can enter. The pachinko game machine 10 is equipped with a first start winning sensor SE1 that detects a game ball that has entered the first start winning opening 14 (see FIG. 4). Specifically, in this embodiment, when a game ball is detected by the first start winning sensor SE1, the conditions for awarding three game balls as prize balls are established.
[0020] The second start winning opening 15 is a winning opening through which a game ball enters to establish the conditions for awarding a prize ball and the reservation conditions for the second special game. As an example, the second start winning opening 15 is located to the right of the performance display device 12. The pachinko game machine 10 is equipped with a second start winning sensor SE2 that detects a game ball that enters the second start winning opening 15 (see FIG. 4). Specifically, in this embodiment, when a game ball is detected by the second start winning sensor SE2, the conditions for awarding one game ball as a prize ball are established.
[0021] The pachinko game machine 10 is provided with a normal movable piece 16 that can take an open state in which the second start winning opening 15 is opened so that the game ball can enter, and a closed state in which the second start winning opening 15 is closed so that the game ball cannot enter or the game ball is more difficult to enter than in the open state. For example, the normal movable piece 16 may be a door-like member that opens and closes the second start winning opening 15. The normal movable piece 16 is always in a closed state, and operates to an open state when a normal winning game is generated. That is, when a normal winning game is generated, the second start winning opening 15 becomes capable of receiving the game ball. The game board YB is provided with a first solenoid SL1 as a means for operating the normal movable piece 16 (see FIG. 4).
[0022] The first large prize opening 18 is an opening through which game balls enter in order to establish the conditions for awarding a prize ball. As an example, the first large prize opening 18 is located below the second start prize opening 15. The pachinko game machine 10 is equipped with a first count sensor SE3 that detects a game ball that has entered the first large prize opening 18 (see FIG. 4). Specifically, in this embodiment, when a game ball is detected by the first count sensor SE3, the conditions for awarding one game ball as a prize ball are established.
[0023] The pachinko game machine 10 is provided with a first special opening / closing piece 19 that can be in an open state in which the first large winning opening 18 is opened so that the game ball can enter, and in a closed state in which the first large winning opening 18 is closed so that the game ball cannot enter or is more difficult to enter than in the open state. For example, the first special opening / closing piece 19 may be a door-like member that opens and closes the first large winning opening 18. The first special opening / closing piece 19 is always in a closed state, and operates to an open state when a special winning game is generated. That is, when a special winning game is generated, the first large winning opening 18 is opened so that the game ball can enter. The game board YB is provided with a second solenoid SL2 as a means for operating the first special opening / closing piece 19 (see FIG. 4).
[0024] A passage 26 is provided at the back of the first large prize opening 18, through which the gaming ball that entered the first large prize opening 18 can pass. The passage 26 is provided so as to branch into a first passage 26a and a second passage 26b at a branching portion 27 downstream of the first large prize opening 18.
[0025] The branching section 27 is provided with a distribution shutter 28 which distributes the gaming ball that has entered the first large prize opening 18 to the first passage 26a or the second passage 26b by the operation of a fourth solenoid SL4 (see FIG. 4). The distribution shutter 28 operates so as to be capable of taking a first distribution state in which the gaming ball that has entered the first large prize opening 18 is distributed to the first passage 26a, and a second distribution state in which the gaming ball is distributed to the second passage 26b. The distribution shutter 28 operates in a predetermined operating pattern when a predetermined operating condition is established.
[0026] The pachinko game machine 10 includes a specific passage sensor SE5 that detects a game ball that enters the first large prize opening 18 and passes through a specific area in the first passage 26a (see FIG. 4). The specific area is a so-called V area. Although details will be described later, in this embodiment, when the first large prize opening 18 is opened in a special winning game, a big win occurs when the game ball that entered the first large prize opening 18 passes through a specific area in the first passage 26a and is detected by the specific passage sensor SE5, and a big win game occurs. In this embodiment, the allocation of the game ball that entered the first large prize opening 18 to either the first passage 26a or the second passage 26b can also be understood as a winning lottery for a special feature. In this case, the allocation of the game ball that entered the first large prize opening 18 to the first passage 26a corresponds to winning a big win in the winning lottery for a special feature. In the following description, a jackpot won in a prize draw may be referred to as a "prize win," and a jackpot game awarded when a jackpot is won in a prize draw may be referred to as a "prize win-based jackpot game." In other words, the pachinko game machine 10 in this embodiment is a game machine that can award a jackpot game based on a symbol win and a jackpot game based on a prize win (a so-called "type 1 / type 2 mixed machine").
[0027] The second large prize opening 20 is an opening through which game balls enter in order to establish the conditions for awarding prize balls. As an example, the second large prize opening 20 is located below the first large prize opening 18. The pachinko game machine 10 is equipped with a second count sensor SE4 that detects game balls that enter the second large prize opening 20 (see FIG. 4). Specifically, in this embodiment, when a game ball is detected by the second count sensor SE4, the conditions for awarding 15 game balls as prize balls are established.
[0028] The pachinko game machine 10 is provided with a second special opening / closing piece 21 that can be in an open state in which the second large winning opening 20 is opened so that the game ball can enter, and in a closed state in which the second large winning opening 20 is closed so that the game ball cannot enter or is more difficult to enter than in the open state. For example, the second special opening / closing piece 21 may be a door-like member that opens and closes the second large winning opening 20. The second special opening / closing piece 21 is always in a closed state, and operates to an open state when a jackpot game is generated. That is, when a jackpot game is generated, the second large winning opening 20 is opened so that the game ball can enter. The game board YB is provided with a third solenoid SL3 as a means for operating the second special opening / closing piece 21 (see FIG. 4). In this embodiment, in a jackpot game, the second large winning opening 20 is opened, and the condition for awarding a prize ball is met when a game ball that has entered the second large winning opening 20 is detected by the second count sensor SE4. That is, in this embodiment, in a jackpot game, a game ball can be acquired as a prize ball.
[0029] The game board YB has a gate 23. As an example, the gate 23 is located above the second start winning hole 15. The gate 23 has a gate opening 23a formed therein. The gate opening 23a is always open so that game balls can enter the gate. The pachinko game machine 10 has a gate sensor SE6 that detects game balls that have entered the gate opening 23a (see FIG. 4). The gate opening 23a is an entry opening through which game balls can enter in order to establish the start conditions for the normal game. Even if a game ball enters the gate opening 23a, the conditions for awarding prize balls are not established.
[0030] Next, the path along which the gaming ball flows in this embodiment will be described. The pachinko game machine 10 configured as above has a plurality of paths through which the game balls flow down in the game area YBa according to the launch strength of the game balls. The paths through which the game balls flow down can also be understood as the areas through which the game balls flow down. The plurality of paths include a first path R1 that flows down the left side of the center frame W (performance display device 12) and a second path R2 that flows down the right side of the center frame W (performance display device 12). The first path R1 and the second path R2 may overlap in part or may not overlap in whole. In the following description, the area located to the left of the center line CL that bisects the game area YBa to the left and right when the game board YB is viewed from the front is referred to as the left area R1a, and the area located to the right of the center line CL is referred to as the right area R2a. That is, in this embodiment, the path that flows down the left area R1a is the first path R1, and the path that flows down the right area R2a is the second path R2.
[0031] A player can hit a game ball into the left area R1a or the right area R2a by adjusting the launch strength of the game ball by operating the launch handle HD. The first start winning hole 14 is opened on the first route R1 (left area R1a). Therefore, when the game ball is launched with the launch strength adjusted to be weak, the game ball is likely to flow down the left area R1a and may enter the first start winning hole 14. On the second route R2 (right area R2a), the gate hole 23a, the second start winning hole 15, the first large winning hole 18, and the second large winning hole 20 are opened in order from the upstream side. Therefore, when the game ball is launched with the launch strength adjusted to be strong, the game ball is likely to flow down the right area R2a and may enter the second start winning hole 15, the first large winning hole 18, the second large winning hole 20, or the gate hole 23a.
[0032] In the following description, the launch of a game ball toward the left side region R1a by launching the game ball with a launch strength that makes it easy for the game ball to flow down the first path R1 may be referred to as a "left hit." Also, the launch of a game ball with a launch strength that makes it easy for the game ball to flow down the second path R2 may be referred to as a "right hit."
[0033] Next, the gaming state of the pachinko gaming machine 10 will be described. As shown in FIG. 3, the pachinko gaming machine 10 has a non-time-shortening state, a first time-shortening state, and a second time-shortening state as game states in which the average fluctuation time of the special game is different. In the following description, the first time-shortening state and the second time-shortening state may be collectively referred to simply as the "time-shortening state". The time-shortening state of this embodiment is a state in which the average fluctuation time of the special game is shorter than the non-time-shortening state. In particular, the first time-shortening state is a state in which the average fluctuation time of the special game is shorter than the second time-shortening state. That is, in this embodiment, the average fluctuation time of the special game is shorter in the order of the non-time-shortening state>the second time-shortening state>the first time-shortening state.
[0034] In addition, in this embodiment, the time-shortened state is a state in which the probability of the game ball entering the second start winning hole 15 is higher than in the non-time-shortened state. In other words, in this embodiment, the time-shortened state is a ball-entry rate improvement state in which the ball-entry rate of the game ball entering the second start winning hole 15 is improved compared to the non-time-shortened state. That is, in this embodiment, the time-shortened state is a game state that is advantageous to the player in that the ball-entry rate of the game ball entering the second start winning hole 15 is improved compared to the non-time-shortened state. For this reason, in this embodiment, the non-time-shortened state corresponds to the normal state, and the time-shortened state corresponds to an advantageous state that is more advantageous to the player than the normal state.
[0035] Furthermore, in this embodiment, the first time-shortening state is a state in which the probability of the game ball entering the second start winning hole 15 is higher than in the second time-shortening state. That is, in this embodiment, the first time-shortening state is a game state that is advantageous to the player in that the rate of game balls entering the second start winning hole 15 is improved compared to the second time-shortening state. For this reason, in this embodiment, the second time-shortening state corresponds to the second advantageous state, and the first time-shortening state corresponds to the first advantageous state that is more advantageous to the player than the second advantageous state.
[0036] For example, the ball entry rate of the second start winning hole 15 can be improved by performing one of the three controls described below, which is arbitrarily selected, or by performing a combination of the controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game. The second control is a normal symbol probability variation control that varies the probability of winning a normal win in a normal lottery (normal win probability) to a high probability. The third control is an operation time extension control that lengthens the total operation time during which the normal movable piece 16 operates in the open state in one normal win game. The operation time extension control may be at least one of a control that increases the number of operations during which the normal movable piece 16 operates in the open state in one normal win game, and a control that lengthens the operation time during which the normal movable piece 16 operates in the open state in a normal win game.
[0037] Specifically, in this embodiment, the operating time during which the normal movable piece 16 operates to the open state in one normal winning game is longer in the following order: non-time-saving state < second time-saving state < first time-saving state. Also, in this embodiment, the operating time during which the normal movable piece 16 operates to the open state in one normal winning game in the non-time-saving state or the second time-saving state is shorter than the operating time during which the normal movable piece 16 operates to the open state in one normal winning game in the first time-saving state.
[0038] In particular, in this embodiment, the operating time during which the normal movable piece 16 operates to the open state in one normal winning game in the non-time-saving state is short enough that the game ball cannot actually enter the second start winning hole 15. Therefore, in this embodiment, in the non-time-saving state, it is more advantageous for the player to shoot the game ball to the left area R1a than to shoot the game ball to the right area R2a. In other words, the non-time-saving state can be said to be a game state in which hitting from the left is recommended.
[0039] On the other hand, in this embodiment, the operating time during which the normal movable piece 16 operates to the open state in one normal winning game in the first time-saving state or the second time-saving state is long enough for the game ball to enter the second start winning hole 15. Therefore, in this embodiment, in the first time-saving state or the second time-saving state, it is more advantageous for the player to shoot the game ball to the right area R2a than to the left area R1a. In other words, the time-saving state can be said to be a game state in which right-handed hitting is recommended.
[0040] Here, the control conditions when the time-saving state is controlled will be described. In the pachinko game machine 10 of this embodiment, there is a case where the time-saving state is controlled after the end of the jackpot game. In other words, in this embodiment, the control condition for controlling the time-saving state includes a jackpot control condition that can be established by the end of the jackpot game.
[0041] Next, the termination conditions when the time-saving state ends will be described. In the pachinko game machine 10 of this embodiment, the time-saving state may end when a jackpot game is started. In other words, the end condition for ending the time-saving state includes a jackpot end condition that is established when a jackpot game is started.
[0042] In the pachinko game machine 10 of this embodiment, the time-saving state may end when a special game is executed a predetermined number of times as the upper limit number of times of execution after being controlled to the time-saving state. In other words, in this embodiment, the end condition for ending the time-saving state includes a number end condition that is established when a special game is executed a predetermined number of times after being controlled to the time-saving state.
[0043] In this embodiment, the number of times of operation when controlled to the first time-saving state is greater than the number of times of operation when controlled to the second time-saving state. Specifically, in this embodiment, the number of times of operation when controlled to the first time-saving state is 100 times. Also, in this embodiment, the number of times of operation when controlled to the second time-saving state is any of 10 times, 15 times, and 20 times. Therefore, in this embodiment, the first time-saving state is a game state that is advantageous to the player in that the number of times end condition is less likely to be met and the time-saving state is more likely to continue compared to the second time-saving state.
[0044] Next, a special winning game in the pachinko gaming machine 10 of this embodiment will be described. The special winning game is started after the end of the special game in which the special symbol is derived. In the special winning game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the special winning game. In the special winning game, after the opening time has elapsed, a round game is performed in which the first large winning hole 18 is opened. That is, in this embodiment, if a special winning is won in a special lottery, a special winning game is generated in which the first large winning hole 18 is opened after a special symbol is derived in a special game. Then, in the special winning game, the first large winning hole 18 is closed when a ball entry condition in which a predetermined upper limit number of game balls enters or a time lapse condition in which a predetermined upper limit time has elapsed is met. That is, in this embodiment, the first special opening and closing piece 19 operates to an open state during the special winning game, and operates to a closed state when the ball entry condition or the time lapse condition is met. In this embodiment, a predetermined effect is performed during a round game. For example, the predetermined effect is a round effect that indicates that a round game in which the first large winning port 18 is opened is being played. After that, in the special winning game, a predetermined effect is performed for a predetermined ending time. For example, the predetermined effect is an ending effect that indicates the end of the special winning game. Then, the special winning game ends as the ending time passes.
[0045] Next, the jackpot game in this embodiment will be described. In the following description, when simply referring to a "jackpot game", it is intended to include both a "jackpot game based on a symbol hit" and a "jackpot game based on a bonus hit".
[0046] In the jackpot game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the second large prize winning hole 20 is opened is performed up to a predetermined upper limit number of times. One round game ends when a first round end condition is met in which a predetermined upper limit number of game balls (10 in this embodiment) enter the hole, or a second round end condition is met in which a predetermined upper limit time has elapsed. In the round game, the second large prize winning hole 20 is opened to a predetermined open state. Specifically, in this embodiment, the second large prize winning hole 20 is opened at the start of the round game and closed at the end of the round game. That is, in this embodiment, the second special opening / closing piece 21 operates to an open state at the start of the round game and operates to a closed state at the end of the round game. In this embodiment, a predetermined performance is performed during the round game. For example, the predetermined effect is a round effect indicating that a round game in which the second large winning port 20 is opened is being played. When the final round game ends, in the jackpot game, the predetermined effect is played for a predetermined ending time. For example, the predetermined effect is an ending effect indicating the end of the jackpot game. Then, the jackpot game ends as the ending time passes.
[0047] Next, the types of wins (big wins and special wins) in this embodiment will be explained. As shown in FIG. 3(a), the pachinko game machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. The types of jackpot symbols are each determined to correspond to a type of jackpot game. The types of jackpot symbols can also be understood as types of jackpots.
[0048] In this embodiment, the jackpot patterns of the special symbols are classified into two groups, ZA and ZB, at a predetermined ratio. Specifically, in this embodiment, of the 100 types of 1st special symbol jackpot patterns, 50 types of jackpot patterns are classified into ZA and 50 types of jackpot patterns are classified into ZB. In addition, in this embodiment, all of the 100 types of 2nd special symbol jackpot patterns are classified into ZA.
[0049] In the following explanation, a jackpot based on a jackpot pattern classified as pattern ZA will be referred to as a "jackpot ZA", and a jackpot based on a jackpot pattern classified as pattern ZB will be referred to as a "jackpot ZB". In addition, in the following explanation, the jackpot games based on the jackpots ZA and ZB will be referred to as "jackpot games ZA" and "jackpot games ZB", respectively.
[0050] In this embodiment, the upper limit number of rounds in the jackpot game ZA is set to 10. In the jackpot game ZB, the upper limit number of rounds is set to 4. In this embodiment, the upper limit time for each round of the jackpot games ZA and ZB is set to 25 seconds.
[0051] In this embodiment, after the end of the big win game based on the symbol hit, the game may be controlled to a time-saving state. Specifically, after the end of the big win game based on the symbol hit, the game state is controlled to a game state corresponding to the game state at the time of the big win. Here, the game state at the time of the big win refers to the game state at the time of winning the big win in the special winning lottery.
[0052] For example, if a jackpot ZA is won during the non-time-saving state, after the jackpot game ZA ends, the state is controlled to the second time-saving state, and the number of times the time-saving state is activated is set to 10. Also, if a jackpot ZA is won during the time-saving state, after the jackpot game ZA ends, the state is controlled to the first time-saving state, and the number of times the time-saving state is activated is set to 100.
[0053] If a jackpot ZB is won during the non-time-saving state, the state is controlled to the non-time-saving state after the jackpot game ZB ends. Also, if a jackpot ZB is won during the time-saving state, the state is controlled to the second time-saving state after the jackpot game ZB ends, and the number of times the time-saving state is activated is set to 10.
[0054] As shown in FIG. 3(b), the pachinko game machine 10 of this embodiment has a plurality of types of special winning symbols as special winning symbols of special symbols. The types of special winning games are respectively determined for the plurality of types of special winning symbols. The types of special winning symbols can also be understood as the types of special winnings.
[0055] In this embodiment, the special winning symbols of the special symbols are classified into four groups, Za, Zb, Zc, and Zd, at a predetermined ratio. Specifically, in this embodiment, of the 100 types of special winning symbols of the second special symbols, 10 types of special winning symbols are classified as Za, 15 types of special winning symbols are classified as Zb, 25 types of special winning symbols are classified as Zc, and 50 types of special winning symbols are classified as Zd. Note that, in this embodiment, the first special symbols do not include special winning symbols. That is, in this embodiment, the special winning symbols are not derived in the first special game.
[0056] In the following description, a special win based on a special winning symbol classified as Za is referred to as a "special win Za". Similarly, a special win based on a special winning symbol classified as Zb is referred to as a "special win Zb", a special win based on a special winning symbol classified as Zc is referred to as a "special win Zc", and a special win based on a special winning symbol classified as Zd is referred to as a "special win Zd". In the following description, the special win games based on the special wins Za, Zb, Zc, and Zd are referred to as "special win game Za", "special win game Zb", "special win game Zc", and "special win game Zd", respectively.
[0057] In the special winning game of this embodiment, the first special opening / closing piece 19 operates in a fixed operation pattern regardless of the type of special winning. Specifically, in each of the special winning games Za to Zd, the first special opening / closing piece 19 operates in an operation pattern that allows the game ball to enter the first large winning hole 18.
[0058] In the special winning game of this embodiment, the distribution shutter 28 operates in a certain operation pattern. In this operation pattern, the distribution shutter 28 operates in a first distribution state in which the game ball that entered the first large winning opening 18 is distributed to the first passage 26a, and in a second distribution state in which the game ball that entered the first large winning opening 18 is distributed to the second passage 26b.
[0059] In this embodiment, when the game ball passes through a specific area in the first passage 26a in the special winning game and is detected by the specific passage sensor SE5, a big win occurs, and the big win game occurs after the special winning game ends. In the following description, the game ball passing through a specific area in the first passage 26a in the special winning game and being detected by the specific passage sensor SE5 is referred to as a "specified condition."
[0060] In this embodiment, in each of the special winning games Za to Zd, the first special opening / closing piece 19 is operated in an operation pattern that allows the game ball to enter the first large winning opening 18, and the distribution shutter 28 is operated in an operation pattern that allows the game ball that entered the first large winning opening 18 to pass through the first passage 26a. Therefore, in each of the special winning games Za to Zd, the specified conditions are met and a big win game can occur. In particular, in each of the special winning games Za to Zd, the first special opening / closing piece 19 and the distribution shutter 28 are operated in an operation pattern that allows the game ball to enter the first large winning opening 18 and pass through the first passage 26a with an extremely high probability if the game ball is hit to the right during the special winning game. That is, in this embodiment, in each of the special winning games Za to Zd, if the game ball is hit to the right during the special winning game, there is an extremely high probability that the specified condition will be established and a big winning game will occur.
[0061] In the following explanation, the jackpot games that occur when the specified conditions are met in each of the special hit games Za, Zb, Zc, and Zd will be referred to as "jackpot game Za," "jackpot game Zb," "jackpot game Zc," and "jackpot game Zd," respectively.
[0062] In this embodiment, in the big win game Za, the upper limit number of round games is set to 10 times. That is, in this embodiment, when the big win game Za is generated as a result of the establishment of a specified condition in the special win game Za, the big win opening is opened a total of 11 times, including one round game in the special win game Za and ten round games in the big win game Za. Also, in the big win games Zb to Zd, the upper limit number of round games is set to 4 times. That is, in this embodiment, when the big win game Zb to Zd is generated as a result of the establishment of a specified condition in the special win games Zb to Zd, the big win opening is opened a total of five times, including one round game in the special win games Zb to Zd and four round games in the big win games Zb to Zd.
[0063] In this embodiment, in each of the jackpot games Za to Zd, 25 seconds is set as the upper limit time for each round of play. In addition, in this embodiment, in each of the jackpot games Za to Zd, 10 balls are set as the upper limit number of balls that can be entered in each round of play. Therefore, in this embodiment, the number of balls that can be acquired in one jackpot game is different between the jackpot game Za and each of the jackpot games Zb to Zd. Note that "acquiring" here is not limited to the player actually acquiring balls by the balls being paid out of the machine, but also includes, for example, updating (adding) the number of balls held by the player stored as data in the pachinko game machine 10 or an external device separate from the pachinko game machine 10.
[0064] In this embodiment, after the big win game based on the hit of the role is finished, the time-shortening state is controlled. Specifically, after the big win game Za is finished, the time-shortening state is controlled to the first time-shortening state, and the number of times the time-shortening state is activated is set to 100 times. After the big win game Zb is finished, the time-shortening state is controlled to the second time-shortening state, and the number of times the time-shortening state is activated is set to 20 times. After the big win game Zc is finished, the time-shortening state is controlled to the second time-shortening state, and the number of times the time-shortening state is activated is set to 15 times. After the big win game Zd is finished, the time-shortening state is controlled to the second time-shortening state, and the number of times the time-shortening state is activated is set to 10 times.
[0065] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the performance display device 12 is capable of executing a performance pattern change game in which performance patterns are variably displayed in multiple rows and a final combination of performance patterns is derived. In the following explanation, the performance pattern change game is abbreviated to "performance game." Performance patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display performance. In this embodiment, the performance game is performed by variably displaying (scrolling) the first, second, and third pattern rows in a predetermined direction, respectively.
[0066] The effect game is started with the start of the special game and is ended with the end of the special game. Specifically, in the effect game, the effect symbols are temporarily displayed in a stopped state in each of the first to third symbol rows (hereinafter, referred to as a "temporary stop display"), and then the effect symbols temporarily displayed in each symbol row are displayed as a fixed stop display, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols according to the special symbols derived in the special game is derived. Specifically, when a big win symbol (a big win result) is derived in the special game, a big win symbol combination by the effect symbols is derived in the effect game. Furthermore, when a special win symbol (a special win result) is derived in the special game, a symbol combination of a special win by the effect symbols is derived in the effect game. And, when a losing symbol (a losing result) is derived in the special game, a losing symbol combination by the effect symbols is derived in the effect game. In the following description, the special game and the effect game may be collectively referred to as a "variable game".
[0067] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 4, the pachinko gaming machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs control signals such as control commands, which are an example of control information, depending on the results of the processes. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes a predetermined process based on the control signal input from the main control board 40.
[0068] The main control board 40 will now be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 41a) and a storage unit (memory). The main control CPU 41a executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control 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 control RAM 41c) from which information can be read and written.
[0069] The main control ROM 41b stores judgment values and tables used for various judgments and lotteries. The main control ROM 41b stores a plurality of types of variation patterns. The variation pattern is variation information capable of identifying the content of the variation game. In particular, in this embodiment, the variation pattern is information capable of identifying the variation time from the start to the end of the special game. The variation pattern may be information capable of identifying the content of the performance performed during the execution of the special game.
[0070] The main control RAM 41c stores various information that is rewritten depending on the results of processing by the main control CPU 41a. In this embodiment, the main control RAM 41c corresponds to a storage means for storing various information related to the game. For example, the information stored in the main control 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 a random number generation process by the main control CPU 41a. Note that the main control CPU 41a, the main control ROM 41b, and the main control RAM 41c are not limited to being configured on a single chip as the microprocessor 41, and may be configured separately from each other.
[0071] The main control CPU 41a is connected to the first start winning sensor SE1, the second start winning sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific passing sensor SE5, and the gate sensor SE6. The main control CPU 41a is configured to be able to input detection signals output when each sensor detects a gaming ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to be able to control the display contents of the information display device 13.
[0072] The main control CPU41a is connected to the first solenoid SL1, the second solenoid SL2, the third solenoid SL3, and the fourth solenoid SL4. The main control CPU41a is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU41a is configured to be able to control the operation of the first special opening / closing piece 19 by controlling the second solenoid SL2. The main control CPU41a is configured to be able to control the operation of the second special opening / closing piece 21 by controlling the third solenoid SL3. The main control CPU41a is configured to be able to control the operation of the distribution shutter 28 by controlling the fourth solenoid SL4.
[0073] Next, the sub-control board 50 will be described in detail. The sub-control board 50 includes a sub-control CPU 50a, a sub-control ROM 50b, and a sub-control RAM 50c. The sub-control CPU 50a executes a program for sub-control to perform various processes related to the performance. The sub-control ROM 50b stores the sub-control program and a judgment value used for a predetermined lottery. The sub-control ROM 50b stores display performance data used for display performance, light-emitting performance data used for light-emitting performance, audio performance data used for audio performance, and movable body performance data used for movable body performance.
[0074] The sub-control RAM 50c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 50c is a flag, a counter, a timer, etc. In this embodiment, the sub-control board 50 is also configured to be capable of generating software random numbers by a random number generation process performed by the sub-control CPU 50a. The sub-control board 50 may also be equipped with a random number generation circuit and be capable of generating hardware random numbers.
[0075] The sub-control CPU 50a is connected to the performance display device 12. The sub-control CPU 50a is configured to be able to control the display contents of the performance display device 12. In this embodiment, the sub-control CPU 50a functions as a display control means that controls the display means. The sub-control CPU 50a is connected to a decorative lamp LA. The sub-control CPU 50a is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control CPU 50a is connected to a speaker SP. The sub-control CPU 50a is configured to be able to control the output mode of the speaker SP. In this embodiment, the sub-control CPU 50a functions as an output control means that controls the audio output means. The sub-control CPU 50a is connected to an operation button BT. The sub-control CPU 50a is configured to be able to input an operation signal (ON signal) that is output when the operation button BT is operated.
[0076] Next, various processes performed by the main control CPU 41a will be described. First, the special symbol input process will be described. In the special symbol input process, the main control CPU41a judges whether the game ball has entered the first start winning port 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 winning port 14, the main control CPU41a judges whether the first special reserved number stored in the main control RAM41c is less than the upper limit number (4 in this embodiment). When the first special reserved number is less than the upper limit number, the main control CPU41a adds 1 to the first special reserved number to update it. Then, the main control CPU41a controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. In this way, the reservation condition of the first special game is established when the game ball is detected by the first start winning sensor SE1 when the first special reserved number is less than the upper limit number. At this time, the main control CPU 41a generates information capable of identifying the updated first special reserved number (hereinafter referred to as the first reserved number command) and sets it in the output buffer. In this embodiment, the information (control command) set in the output buffer is output to the sub-control board 50 in a predetermined output process.
[0077] Next, the main control CPU 41a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 41c. For example, the random numbers are special winning random numbers used in a special winning lottery, special symbol random numbers used in a special symbol determination lottery, and variation pattern random numbers used in determining a variation pattern. The main control CPU 41a stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. The pachinko game machine 10 of this embodiment can suspend the execution of the first special game until the start condition of the first special game is satisfied by storing the random number information used for the first special game in the main control RAM 41c.
[0078] When the random number information for the first special game is stored in the main control RAM 41c, if the game ball has not entered the first start winning port 14 and if the number of first special reserved balls is not less than the upper limit number, the main control CPU 41a judges whether the game ball has entered the second start winning port 15 based on whether a detection signal has been input from the second start winning sensor SE2. If the game ball has entered the second start winning port 15, the main control CPU 41a judges whether the number of second special reserved balls stored in the main control RAM 41c is less than the upper limit number (4 in this embodiment). If the number of second special reserved balls is less than the upper limit number, the main control CPU 41a adds 1 to the second special reserved number to update it. At this time, the main control CPU 41a controls the second special reserved display unit 13d to display information that can identify the updated second special reserved number. In this way, the reservation condition of the second special game is established when the second special reservation number is less than the upper limit number and the game ball is detected by the second start winning sensor SE2. Also, at this time, the main control CPU41a generates information capable of identifying the updated second special reservation number (hereinafter, referred to as the second reservation number command) and sets it in the output buffer.
[0079] Next, the main control CPU 41a acquires random numbers generated within the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 41c. The main control CPU 41a stores the random number information so that it 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 control RAM 41c, the pachinko gaming machine 10 of this embodiment can suspend the execution of the second special game until the execution condition of the second special game is met.
[0080] Next, the special symbol start process will be described. In the special symbol start process, the main control CPU41a judges whether the execution condition of the special game is established. The main control CPU41a judges positively when the game is not winning and the special game is not being executed, whereas it judges negatively when the game is winning or the special game is being executed. When the execution condition of the special game is not established, the main control CPU41a ends the special symbol start process. When the execution condition of the special game is established, the main control CPU41a judges whether the second special reserved number stored in the main control RAM41c is "1" or more. When the second special reserved number is "1" or more, the main control CPU41a executes the process of executing the second special game. On the other hand, when the second special reserved number is not "1" or more, the main control CPU41a judges whether the first special reserved number stored in the main control RAM41c is "1" or more. When the first special reserved number is not "1" or more, the main control CPU41a ends the special symbol start process. On the other hand, when the first special reserved number is "1" or more, the main control CPU41a performs a process of executing a first special game.
[0081] When the main control CPU41a executes a process for executing a special game, it first updates the special reserved number stored in the main control RAM41c by subtracting "1". Specifically, when the main control CPU41a executes a first special game, it updates the first special reserved number by subtracting "1" and controls the first special reserved display unit 13c so that the updated first special reserved number is displayed. At this time, the main control CPU41a generates a first reserved number command indicating the updated first special reserved number and sets it in the output buffer. Similarly, when the main control CPU41a executes a second special game, it updates the second special reserved number by subtracting "1" and controls the second special reserved display unit 13d so that the updated second special reserved number is displayed. At this time, the main control CPU41a generates a second reserved number command indicating the updated second special reserved number and sets it in the output buffer.
[0082] Next, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the special game. Then, the main control CPU41a performs a special winning lottery using the special winning random number specified from the acquired random number information. That is, in this embodiment, the main control CPU41a corresponds to a special lottery means for performing a special winning lottery as a special lottery. Specifically, when the main control CPU41a executes a first special game, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the first special game, and performs a first special winning lottery using the special winning random number specified from the acquired random number information. Similarly, when the main control CPU41a executes a second special game, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the second special game, and performs a second special winning lottery using the special winning random number specified from the acquired random number information.
[0083] Here, the main control CPU 41a judges whether or not a jackpot will be won by judging whether or not the value of the special win random number matches the jackpot judgment value stored in the main control ROM 41b. If the value of the special win random number matches the jackpot judgment value, the main control CPU 41a performs jackpot fluctuation processing. In the jackpot fluctuation processing, the main control CPU 41a determines a special symbol from among the special symbols classified as jackpot symbols by performing a lottery to determine the special symbol based on the value of the special symbol random number specified from the acquired random number information. The determined special symbol becomes the fixed stop symbol derived in the special game.
[0084] On the other hand, if the value of the special win random number does not match the jackpot determination value, the main control CPU 41a determines whether or not a special win has been won by determining whether or not the value of the special win random number matches the special win determination value stored in the main control ROM 41b.
[0085] At this time, the main control CPU41a judges whether or not a special win is won by using different special win judgment values in the first special win lottery and the second special win lottery. Therefore, in this embodiment, the probability of winning a special win in the first special win lottery is different from the probability of winning a special win in the second special win lottery. Specifically, in this embodiment, the special win judgment value is allocated so that the special win is won with a higher probability in the second special win lottery than in the first special win lottery. In particular, in this embodiment, the special win judgment value is allocated so that the special win can be won in the second special win lottery, while the special win cannot be won in the first special win lottery.
[0086] When the value of the special win random number matches the special win judgment value, the main control CPU 41a performs special win variation processing. In the special win variation processing, the main control CPU 41a determines a special symbol from among the special symbols classified as special win symbols by performing a lottery based on the value of the special symbol random number specified from the acquired random number information. The determined special symbol becomes the determined stop symbol derived in the special game.
[0087] When the value of the special win random number does not match either the big win judgment value or the special win judgment value, the main control CPU 41a performs a loss variation process. In the loss variation process, the main control CPU 41a determines a special symbol as a loss symbol. The determined special symbol becomes the fixed stop symbol derived in the special game.
[0088] Then, when the main control CPU41a determines the fixed stop pattern derived in the special game, it determines the change pattern by performing a change pattern determination lottery based on the value of the change pattern random number specified from the acquired random number information. At this time, when the main control CPU41a determines a big win pattern as the fixed stop pattern, it determines the change pattern from the big win change pattern. When the main control CPU41a determines a special win pattern as the fixed stop pattern, it determines the change pattern from the special win change pattern. When the main control CPU41a determines a losing pattern as the fixed stop pattern, it determines the change pattern from the losing change pattern. Then, when the main control CPU41a determines the change pattern, it ends the special pattern start process.
[0089] When the special symbol start process is completed, the main control CPU41a executes a special game by performing a process other than the special symbol start process. Specifically, the main control CPU41a controls the display content of the information display device 13 so as to start the variation of the first special symbol or the second special symbol. The main control CPU41a also sets information (hereinafter referred to as a special symbol designation command) that designates the special symbol determined in the special symbol start process in the output buffer. The main control CPU41a also sets information (hereinafter referred to as a variation pattern designation command) that designates a variation pattern and instructs the start of a performance game in the output buffer. The main control CPU41a also measures the variation time determined for the variation pattern determined in the special symbol start process. Then, the main control CPU41a controls the information display device 13 so that the special symbol determined in the special symbol start process is derived after the variation time determined for the variation pattern has elapsed. In addition, when the change time set for the change pattern determined in the special symbol start process has elapsed, the main control CPU 41a sets information for deriving a combination of performance symbols (hereinafter, referred to as an all symbol stop command) in the output buffer. With the above-mentioned control, the pachinko game machine 10 of this embodiment can execute a change game in which symbols are changed.
[0090] Next, a special win process for generating a special win game performed by the main control CPU 41a will be described. The main control CPU41a performs special win processing after the special game of the special win is finished. In the special win processing, the main control CPU41a performs control according to the type of the special win won, thereby generating a special win game based on the special win won.
[0091] First, the main control CPU41a starts measuring the opening time, and generates information capable of identifying the start of the special winning game (hereinafter, referred to as a special winning game start command) and sets it in the output buffer. When the opening time has elapsed, the main control CPU41a controls the second solenoid SL2 so that the first large winning opening 18 is opened based on a predetermined opening pattern, and generates information capable of identifying that the first large winning opening 18 has been opened (hereinafter, referred to as an opening start command) and sets it in the output buffer. After that, when the ball entry condition or the time lapse condition is established, the main control CPU41a controls the second solenoid SL2 so that the first large winning opening 18 is closed, and generates information capable of identifying that the first large winning opening 18 has been closed (hereinafter, referred to as an opening end command) and sets it in the output buffer. After that, the main control CPU41a starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU41a generates information capable of specifying the end of the special win game (hereinafter, referred to as a special win game end command) and sets it in the output buffer. After that, the main control CPU41a ends the special win process.
[0092] In addition, the main control CPU41a controls the fourth solenoid SL4 in the special winning process so as to operate the distribution shutter 28 based on a predetermined operation pattern during the special winning game. Then, when the operation of the distribution shutter 28 based on the predetermined operation pattern has not ended at the end of the special winning game, the main control CPU41a controls the fourth solenoid SL4 so as to end the operation of the distribution shutter 28 with the end of the special winning game.
[0093] Next, a big win process for generating a big win game as a special game performed by the main control CPU 41a will be described. When a game ball is detected by the specific passing sensor SE5 during a special winning game, the main control CPU 41a performs a jackpot process after the special winning game ends. In the jackpot process, the main control CPU 41a performs control according to the type of special winning that triggered the jackpot game, thereby generating a jackpot game based on the special winning that was won. That is, in this embodiment, when the result of the special lottery is a special winning, a jackpot game based on the special winning can be generated thereafter.
[0094] In the jackpot process, the main control CPU41a starts measuring the opening time, and generates information capable of identifying the start of the jackpot game (hereinafter, referred to as a jackpot game start command) and sets it in the output buffer. When the opening time has elapsed, the main control CPU41a performs a process for executing a round game. Specifically, the main control CPU41a controls the third solenoid SL3 so that the second large prize winning hole 20 is opened based on a predetermined opening pattern, and starts the round game. Then, after starting the round game, when the first round end condition or the second round end condition is established, the main control CPU41a controls the third solenoid SL3 so that the second large prize winning hole 20 is closed, and ends the round game. The main control CPU41a repeats such a process for executing the round game until the upper limit number of round games is ended. In addition, the main control CPU41a generates information capable of identifying the start of the round game (hereinafter, referred to as a round start command) and sets it in the output buffer every time the round game is started. Furthermore, the main control CPU 41a generates information capable of identifying the end of a round of game (hereinafter, referred to as a round end command) every time a round of game ends, and sets the information in an output buffer.
[0095] When the final round of play ends, the main control CPU41a starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU41a generates information that can specify the end of the big win game (hereinafter, the big win game end command) and sets it in the output buffer. After that, the main control CPU41a ends the big win process.
[0096] Next, a description will be given of processing related to the gaming state performed by the main control CPU 41a. In this embodiment, the main control CPU 41a performs processing related to the gaming state, thereby realizing a state control means for controlling the state of the gaming machine.
[0097] The main control CPU41a can control the game state by setting a predetermined value to the operation flag stored in the main control RAM41c. Specifically, the main control CPU41a controls the game state to the non-time-shortening state by setting a value that can specify the non-time-shortening state to the operation flag. The main control CPU41a controls the game state to the first time-shortening state by setting a value that can specify the first time-shortening state to the operation flag. The main control CPU41a controls the game state to the second time-shortening state by setting a value that can specify the second time-shortening state to the operation flag. In addition, the main control CPU41a can set the number of operations in the time-shortening state by setting a predetermined value to the operation count flag in the main control RAM41c. Then, when the main control CPU41a updates the values of the operation flag and the operation count flag, it outputs a game state command that can specify the current game state and the number of operations to the sub-control board 50.
[0098] When starting a big win game, the main control CPU 41a sets a value that can specify a non-time-saving state to the operation flag and erases the value of the operation count flag. This allows the main control CPU 41a to control the end of the time-saving state when the big win end condition is met.
[0099] In addition, when the main control CPU 41a ends the jackpot game, the values of the operation flag and the operation count flag are updated according to the game state at the time of the jackpot and the type of the jackpot game. As a result, the main control CPU 41a can control to the time-shortened state when the jackpot control condition is met.
[0100] Specifically, when the main control CPU41a ends a jackpot game ZA and the game state at the time of the jackpot is the non-time-shortening state, the main control CPU41a sets the activation flag to a value that can specify the second time-shortening state and sets the activation count flag to a value that can specify 10 times as the activation count. When the main control CPU41a ends a jackpot game ZA and the game state at the time of the jackpot is the time-shortening state, the main control CPU41a sets the activation flag to a value that can specify the first time-shortening state and sets the activation count flag to a value that can specify 100 times as the activation count.
[0101] When the main control CPU41a ends the jackpot game ZB and the game state at the time of the jackpot is the non-time-shortening state, the main control CPU41a does not update the values of the operation flag and the operation count flag. That is, when the main control CPU41a ends the jackpot game ZB and the game state at the time of the jackpot is the non-time-shortening state, the main control CPU41a continues to control the game to the non-time-shortening state even after the jackpot game ends. When the main control CPU41a ends the jackpot game ZB and the game state at the time of the jackpot is the time-shortening state, the main control CPU41a sets the operation flag to a value that can specify the second time-shortening state and sets the operation count flag to a value that can specify 10 times as the number of times of operation.
[0102] When the main control CPU 41a ends a jackpot game Za, regardless of whether the game state at the time of the jackpot was a non-time-shortened state or a time-shortened state, it sets the activation flag to a value that can identify the first time-shortened state, and sets the activation count flag to a value that can identify 100 times as the number of activations.
[0103] When the main control CPU 41a ends a jackpot game Zb, regardless of whether the game state at the time of the jackpot was a non-time-shortened state or a time-shortened state, it sets the activation flag to a value that can identify the second time-shortened state, and sets the activation count flag to a value that can identify 20 times as the number of activations.
[0104] When the main control CPU 41a ends a jackpot game Zc, regardless of whether the game state at the time of the jackpot was a non-time-shortened state or a time-shortened state, it sets the activation flag to a value that can identify the second time-shortened state, and sets the activation count flag to a value that can identify 15 times as the number of activations.
[0105] When the main control CPU 41a ends a jackpot game Zd, regardless of whether the game state at the time of the jackpot was a non-time-shortened state or a time-shortened state, it sets the activation flag to a value that can identify the second time-shortened state, and sets the activation count flag to a value that can identify 10 times as the number of activations.
[0106] Moreover, the main control CPU41a updates the value of the activation count flag every time a special game is executed after the time-shortening state is entered. Then, the main control CPU41a sets the activation flag to a value that can identify a non-time-shortening state when a predetermined number of activations of the special game are executed after the time-shortening state is entered. This allows the main control CPU41a to control the time-shortening state to end when the count end condition is met.
[0107] Next, the normal symbol input process performed by the main control CPU 41a will be described. In the normal symbol input process, when the main control CPU41a receives a detection signal from the gate sensor SE6 and the normal reserved number is less than the upper limit number, the main control CPU41a adds 1 to the normal reserved number stored in the main control RAM41c to update it, and controls the normal reserved display unit 13f to display the updated normal reserved number. After that, the main control CPU41a acquires a random number generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM41c. In this case, the main control CPU41a stores the random number information for the normal game and the storage order of the random number information so that it can be specified. For example, the random number is a normal winning random number used for normal winning judgment (normal lottery). After that, the main control CPU41a ends the normal symbol input process.
[0108] Next, the normal symbol start process performed by the main control CPU 41a will be described. In the normal symbol start process, when the normal winning game is not being played and the normal game is not being executed, and the normal reserved number stored in the main control RAM 41c is 1 or more, the main control CPU 41a subtracts 1 from the normal reserved number stored in the main control RAM 41c to update it. Also, at this time, the main control CPU 41a controls the normal reserved display unit 13f so that the updated normal reserved number is displayed. Next, the main control CPU 41a reads out the random number information stored first among the random number information for the normal game from the main control RAM 41c, and performs a normal lottery based on the read random number information. Specifically, the main control CPU 41a performs a normal lottery by determining whether the value of the normal winning random number matches the normal winning judgment value stored in the main control ROM 41b. At this time, the main control CPU 41a performs a normal lottery using a normal winning judgment value that differs depending on the current game state. For example, in this embodiment, the normal win determination value is assigned to each game state so that when a non-specific game state is in effect, a normal win will not be won regardless of the value of the normal win random number, whereas when a specific game state is in effect, a normal win will be won regardless of the value of the normal win random number.
[0109] Next, the main control CPU41a determines the normal symbol to be derived in the normal game and the fluctuation time of the normal game. After that, the main control CPU41a ends the normal symbol start process. At this time, the main control CPU41a may determine a shorter time as the fluctuation time of the normal game in the specific game state compared to the non-specific game state (or may easily determine a shorter time as the fluctuation time of the normal game).
[0110] Then, the main control CPU41a executes a normal game by performing a process other than the normal symbol start process. Specifically, the main control CPU41a starts the normal game and controls the information display device 13 so that the normal symbol determined in the normal symbol start process is output when the variable time determined in the normal symbol start process has elapsed.
[0111] Next, the normal win process performed by the main control CPU41a will be described. When the normal game of the normal win ends, the main control CPU41a executes the normal win process. In the normal win process, the main control CPU41a controls the first solenoid SL1 to operate the normal movable piece 16 to the second operating state in an operating mode determined for the normal symbol (type of normal win), thereby generating a normal win game.
[0112] Through such normal pattern input processing, normal pattern start processing, and normal winning processing, the main control CPU 41a operates the normal movable piece 16 so that when the time-saving state is in effect, it becomes easier for the game ball to enter the second start winning hole 15 compared to when the time-saving state is not in effect.
[0113] In addition to the above-mentioned processes, the main control CPU 41a also performs various other processes. For example, when the main control CPU 41a receives a detection signal indicating that a game ball has been detected from each sensor, the main control CPU 41a generates information indicating that the detection signal has been received and sets the information in the output buffer. For example, when the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the first start winning sensor SE1, the main control CPU 41a generates a first ball entry command indicating that the game ball has entered the first start winning port 14 and sets the first ball entry command in the output buffer. When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the second start winning sensor SE2, the main control CPU 41a generates a second ball entry command indicating that the game ball has entered the second start winning port 15 and sets the second ball entry command in the output buffer.
[0114] In addition, when the main control CPU41a receives a detection signal indicating that a game ball has been detected from the first count sensor SE3, it generates a first large prize command indicating that the game ball has entered the first large prize opening 18 and sets it in the output buffer. When the main control CPU41a receives a detection signal indicating that a game ball has been detected from the second count sensor SE4, it generates a second large prize command indicating that the game ball has entered the second large prize opening 20 and sets it in the output buffer. When the main control CPU41a receives a detection signal indicating that a game ball has been detected from the specific passage sensor SE5, it generates a specific passage command indicating that the game ball that entered the first large prize opening 18 has passed through a specific area in the first passage 26a and sets it in the output buffer. When the main control CPU41a receives a detection signal indicating that a game ball has been detected from the gate sensor SE6, it generates a gate passage command indicating that the game ball has passed through the gate 23 and sets it in the output buffer.
[0115] In addition, the main control CPU 41a performs control to award a predetermined number of prize balls when the awarding condition for the prize balls is satisfied. In this specification, the control to award prize balls is not limited to the control to actually pay out game balls to the outside of the machine, but is intended to include, for example, the control to update (add) the number of balls held by a player stored as data in the pachinko game machine 10 or an external device separate from the pachinko game machine 10.
[0116] Next, various processes performed by the sub-control CPU 50a will be described. When a control signal is input from the main control CPU 41a, the sub-control CPU 50a executes various processes in response to the control signal.
[0117] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU 50a inputs a special symbol designation command and a variable pattern designation command, it controls the effect display device 12 to execute an effect game corresponding to the special game by starting the variable display of the effect symbols. Specifically, when the sub-control CPU 50a inputs a special symbol designation command, it determines a combination of effect symbols to be derived in the effect game based on the type of special symbol designated by the input special symbol designation command.
[0118] Specifically, when a special symbol classified as a big win symbol is specified, the sub-control CPU 50a determines a symbol combination for a big win based on the performance symbols. When a special symbol classified as a special win symbol is specified, the sub-control CPU 50a determines a symbol combination for a special win based on the performance symbols. When a special symbol classified as a lose symbol is specified, the sub-control CPU 50a determines a symbol combination for a lose based on the performance symbols.
[0119] Also, when the sub-control CPU 50a inputs a variation pattern designation command, it determines the effect to be executed during the execution of the effect game based on the variation pattern designated by the input variation pattern designation command. After that, the sub-control CPU 50a controls the effect display device 12 to start the variable display of the effect symbols of each symbol row. That is, the sub-control CPU 50a starts the effect game. Specifically, the sub-control CPU 50a controls the effect display device 12 to variably display three columns of effect symbols. Also, the sub-control CPU 50a controls the execution of various effects that have been determined to be executed. Next, when a predetermined timing arrives after starting the effect game, the sub-control CPU 50a temporarily stops and displays the effect symbols of each symbol row, and then, upon input of the all symbol stop command, causes the effect symbols of each symbol row to be fixed and stopped and displayed. In addition, the sub-control CPU 50a may display the performance symbols of each symbol row in a fixed stop state upon the lapse of a variable time set in the variable pattern, regardless of the all symbol stop command. In this case, the all symbol stop command may be omitted.
[0120] Thereafter, the sub-control CPU 50a controls the performance display device 12 to end the performance game by ending the fixed stop display of the performance symbol when the fixed stop time of the special symbol has elapsed.
[0121] Next, processing related to the game state will be described. When the sub-control CPU50a inputs a game state command from the main control CPU41a, the sub-control CPU50a stores a value capable of identifying a game state specified from the input game state command in the sub-operation flag of the sub-control RAM50c. Furthermore, the sub-control CPU50a stores a value capable of identifying the number of operations specified from the input game state command in the sub-operation number flag of the sub-control RAM50c. Furthermore, when the sub-control CPU50a is controlled in the time-saving state, the sub-control CPU50a updates the value of the sub-operation number flag every time a special game is executed. At this time, the sub-control CPU50a may update the value of the sub-operation number flag triggered by inputting a variation pattern designation command, or may update the value of the sub-operation number flag triggered by inputting a special symbol designation command. In addition, the sub-control CPU50a may update the value of the sub-operation number flag triggered by inputting an all symbol stop command. This allows the sub-control CPU50a to identify the current game state and the number of operations.
[0122] Moreover, the sub-control CPU 50a can specify the number of times the game has been controlled to the first time-shortening state by updating the value of the first time-shortening state control count stored in the sub-control RAM 50c every time a game state command that can specify the first time-shortening state is input. The sub-control CPU 50a erases the value of the first time-shortening state control count when a special game is executed during a non-time-shortening state. On the other hand, the sub-control CPU 50a does not erase the value of the first time-shortening state control count when a special game is executed during a second time-shortening state.
[0123] Next, the presentation mode in this embodiment will be described. The pachinko game machine 10 of this embodiment has a plurality of presentation modes that define various presentation aspects. The various presentation aspects include, for example, the types of presentations that can be executed, the execution probability of the presentations, and the types of images displayed in the presentations.
[0124] As shown in FIG. 5, the pachinko game machine 10 of this embodiment has three types of presentation modes: a normal mode, a first special mode, and a second special mode. The normal mode is a presentation mode when the current game state is a non-time-saving state. The first special mode and the second special mode are presentation modes when the current game state is a time-saving state. Of these, the first special mode is a presentation mode when the current game state is a first time-saving state. Also, the second special mode is a presentation mode when the current game state is a second time-saving state.
[0125] In this embodiment, the sub-control CPU 50a identifies the current game state based on the value of the sub-operation flag stored in the sub-control RAM 50c, and controls to a presentation mode according to the identified content. That is, in this embodiment, the sub-control CPU 50a controls to one of a plurality of presentation modes according to the current game state. At this time, the sub-control CPU 50a stores a value indicating a predetermined presentation mode in the mode flag stored in the sub-control RAM 50c. Then, the sub-control CPU 50a controls to a predetermined presentation mode by executing various presentations based on the value stored in the mode flag.
[0126] In this embodiment, the sub-control CPU 50a does not control any of the presentation modes during the special win game and the big win game. At this time, the sub-control CPU 50a may erase the value of the mode flag during the special win game and the big win game.
[0127] Next, the transition of the game state and the presentation mode will be explained together with the control of the main control CPU41a and the sub control CPU50a. In this explanation, the situation that does not occur or is difficult to occur when the game is normally played will not be considered. That is, in this explanation, the situation in which the special win Za to Zd is won in the non-time-saving state, which is the game state in which left hitting is recommended, will not be considered. In addition, in this explanation, the situation in which the big win ZB is won in the time-saving state, which is the game state in which right hitting is recommended, will not be considered.
[0128] First, the transition patterns of the game state and presentation mode when the current game state is not in the time-saving state will be described. When the main control CPU41a wins a jackpot ZA during the non-time-shortening state, the sub-control CPU50a controls the mode to the second time-shortening state after the jackpot game ends. Therefore, when the sub-control CPU50a wins a jackpot ZA during the normal mode, the sub-control CPU50a controls the mode to the second special mode after the jackpot game ends. Also, when the main control CPU41a wins a jackpot ZB during the non-time-shortening state, the sub-control CPU50a controls the mode to the non-time-shortening state even after the jackpot game ends. Therefore, when the sub-control CPU50a wins a jackpot ZB during the normal mode, the sub-control CPU50a controls the mode to the normal mode even after the jackpot game ends.
[0129] Next, the transition patterns of the game state and the presentation mode when the current game state is the first time-shortening state will be described. When the main control CPU41a wins a jackpot ZA during the first time-saving state, the sub-control CPU50a controls the state to the first time-saving state even after the jackpot game ends. Therefore, when the main control CPU41a wins a jackpot ZA during the first special mode, the sub-control CPU50a controls the state to the first special mode even after the jackpot game ends. Similarly, when the main control CPU41a wins a special jackpot Za during the first time-saving state and the game ball passes through a specific area in the special jackpot game Za, the main control CPU41a controls the state to the first time-saving state after the jackpot game ends. At this time, the sub-control CPU50a controls the state to the first special mode even after the jackpot game ends. On the other hand, when the main control CPU41a wins a special jackpot Zb to Zd during the first time-saving state and the game ball passes through a specific area in the special jackpot game Zb to Zd, the main control CPU41a controls the state to the second time-saving state after the jackpot game ends. At this time, the sub-control CPU 50a controls to the second special mode after the big win game ends.
[0130] The effects in the pachinko gaming machine 10 of this embodiment will be described below together with the control by the sub-control CPU 50a. First, the time-saving music performance that can be executed by the pachinko game machine 10 of this embodiment will be described. In this embodiment, the sub-control CPU 50a can control the time-saving music performance to be executed during the time-saving state. In this embodiment, in the time-saving music performance, a predetermined music is output from the speaker SP during the time-saving state. In other words, in this embodiment, the speaker SP can output music during the time-saving state. There are multiple types of music that can be output in the time-saving music performance of this embodiment. Specifically, there are five types of music, music A to music E, that can be output in the time-saving music performance of this embodiment.
[0131] In addition, in this embodiment, the music to be output during the time-saving state can be changed according to the operation of the operation button BT. That is, in this embodiment, the music to be output in the time-saving music performance can be changed according to the operation of the operation button BT.
[0132] The control over music presentation during time-saving will be explained in detail below. First, the first time-shortening state start process executed by the sub-control CPU 50a when the first time-shortening state is started will be described. In this embodiment, the sub-control CPU 50a executes the first time-shortening state start process when the sub-control CPU 50a inputs a game state command that can specify the first time-shortening state.
[0133] As shown in Fig. 6, in the first time-saving state start process, the sub-control CPU 50a judges whether the special music flag is ON or not (step S1). The special music flag is a flag stored in the sub-control RAM 50c, and is a flag that instructs to output the music E as a special music in the time-saving music performance.
[0134] If the special music flag is OFF (step S1: NO), the sub-control CPU 50a judges whether the first time-saving state control count is a specific count (step S2). If the first time-saving state control count is a specific count (step S2: YES), the sub-control CPU 50a sets the specific music flag to ON (step S3). The specific music flag is a flag stored in the sub-control RAM 50c, and is a flag that allows the output of music D as a specific music in the music performance during the time-saving state.
[0135] Next, the sub-control CPU 50a controls to start a change restriction period that restricts the change of music in the music performance during the time-saving period (step S4). In this embodiment, the sub-control CPU 50a controls to end the change restriction period when a predetermined period of time has elapsed. That is, in this embodiment, the change restriction period ends when a predetermined period of time has elapsed.
[0136] After starting the change restriction period, the sub-control CPU 50a stores a value indicating the song D in the first music flag (step S5). The first music flag is a flag stored in the sub-control RAM 50c, and is a flag that indicates the music to be output in the time-saving music performance during the first time-saving state. Then, the sub-control CPU 50a controls to execute the time-saving music performance by starting the output of the music based on the value of the first music flag (step S6). After that, the sub-control CPU 50a ends the first time-saving state start process. That is, when the special music flag is in the OFF state and the current first time-saving state is the first time-saving state for the specific number of times, the sub-control CPU 50a controls to output the music D as the specific music in the time-saving music performance.
[0137] Also, if the first time-saving state control count is not the specific count (step S2: NO), the sub-control CPU 50a controls to execute the time-saving music performance by starting the output of music based on the current value of the first music flag (step S6). After that, the sub-control CPU 50a ends the first time-saving state start process. That is, if the special music flag is in the OFF state and the current first time-saving state is not the specific number of first time-saving states, the sub-control CPU 50a outputs the music according to the current value of the first music flag in the time-saving music performance without updating the value of the first music flag during the first time-saving state start process.
[0138] On the other hand, if the special music flag is ON (step S1: YES), the sub-control CPU 50a stores a value indicating music E in the first music flag (step S7). Then, the sub-control CPU 50a controls to execute a music performance during time reduction by starting output of music based on the value of the first music flag (step S6). After that, the sub-control CPU 50a ends the first time-saving state start process. That is, when the special music flag is ON, the sub-control CPU 50a controls to output music E as a special music in the music performance during time reduction.
[0139] By the above-mentioned first time-saving state start processing, the sub-control CPU 50a can control to start the music performance during time-saving with the start of the first time-saving state. In particular, when the special music flag is OFF and the first time-saving state control count is a specific count, the sub-control CPU 50a stores a value indicating music D as a specific music in the first music flag in the first time-saving state start processing, and then starts outputting music based on the value of the first music flag. That is, in the first time-saving state start processing, the sub-control CPU 50a controls to output music D as a specific music with the start of the first time-saving state a specific count.
[0140] Next, the second time-shortening state start process executed by the sub-control CPU 50a when the second time-shortening state starts will be described. In this embodiment, the sub-control CPU 50a executes the second time-shortening state start process when the sub-control CPU 50a inputs a game state command that can specify the second time-shortening state.
[0141] As shown in FIG. 7, in the second time-saving state start process, the sub-control CPU 50a judges whether the special music flag is ON or not (step S11). If the special music flag is OFF (step S11: NO), the sub-control CPU 50a specifies the value of the second music flag (step S12). The first music flag is a flag stored in the sub-control RAM 50c, and is a flag that indicates the music to be output in the time-saving music performance during the second time-saving state.
[0142] Next, the sub-control CPU 50a judges whether the value of the second music flag is a value indicating music A (step S13). If the value of the second music flag is a value indicating music A (step S13: YES), the sub-control CPU 50a stores a value indicating music B in the second music flag (step S14). Then, the sub-control CPU 50a controls to execute music performance during time reduction by starting output of music based on the value of the second music flag (step S15). After that, the sub-control CPU 50a ends the second time-shortening state start process.
[0143] If the value of the second music flag is not a value indicating music A (step S13: NO), the sub-control CPU 50a judges whether the value of the second music flag is a value indicating music B (step S16). If the value of the second music flag is a value indicating music B (step S16: YES), the sub-control CPU 50a stores a value indicating music C in the second music flag (step S17). Then, the sub-control CPU 50a controls to execute music performance during time reduction by starting output of music based on the value of the second music flag (step S15). After that, the sub-control CPU 50a ends the second time-shortening state start process.
[0144] If the value of the second music flag is not a value indicating music B (step S16: NO), the sub-control CPU 50a stores a value indicating music C in the second music flag (step S18). Then, the sub-control CPU 50a controls to execute music performance during time reduction by starting output of music based on the value of the second music flag (step S15). After that, the sub-control CPU 50a ends the second time-shortening state start process.
[0145] On the other hand, if the special music flag is ON (step S11: YES), the sub-control CPU 50a stores a value indicating music E in the second music flag (step S19). Then, the sub-control CPU 50a controls to execute the music performance during time reduction by starting the output of music based on the value of the second music flag (step S15). After that, the sub-control CPU 50a ends the second time-saving state start process. That is, if the special music flag is ON, the sub-control CPU 50a controls to output music E as a special music in the music performance during time reduction.
[0146] Next, the music change process executed by the sub-control CPU 50a when the operation button BT is operated during the time-saving state will be described. In this embodiment, the sub-control CPU 50a executes the music change process when an operation signal indicating that the operation button BT is operated during the time-saving state is input. In the following description, the first music flag and the second music flag may be collectively referred to as "music flag".
[0147] As shown in Fig. 8, in the music change process, the sub-control CPU 50a judges whether the special music flag is ON or not (step S21). If the special music flag is ON (step S21: YES), the sub-control CPU 50a ends the music change process. That is, if the special music flag is ON, the sub-control CPU 50a does not change the music output in the time-saving music performance even when the operation button BT is operated.
[0148] If the special music flag is OFF (step S21: NO), the sub-control CPU 50a judges whether or not it is during the change restriction period (step S22). If it is during the change restriction period (step S22: YES), the sub-control CPU 50a ends the music change process. That is, if it is during the change restriction period, the sub-control CPU 50a does not change the music output in the time-saving music performance even if the operation button BT is operated.
[0149] If it is not in the change restriction period (step S22: NO), the sub-control CPU 50a judges whether or not it is in the first time-saving state (step S23). If it is in the first time-saving state (step S23: YES), the sub-control CPU 50a selects the first music flag as the music flag to be changed (step S24). That is, if it is in the first time-saving state, the sub-control CPU 50a can change the music to be output in the music performance during the time-saving state by changing the value of the first music flag in the music change process. On the other hand, if it is not in the first time-saving state (step S23: NO), the sub-control CPU 50a selects the second music flag as the music flag to be changed (step S25). That is, if it is in the second time-saving state, the sub-control CPU 50a can change the music to be output in the music performance during the time-saving state by changing the value of the second music flag in the music change process.
[0150] Then, when the song flag to be changed is selected, the sub-control CPU 50a judges whether the value of the song flag is a value indicating song D (step S26). If the value of the song flag is a value indicating song D (step S26: YES), the sub-control CPU 50a stores a value indicating song A in the song flag (step S27). Then, the sub-control CPU 50a ends the song change process.
[0151] If the value of the music flag is not a value indicating music D (step S26: NO), the sub-control CPU 50a judges whether or not the value of the music flag is a value indicating music C (step S28). If the value of the music flag is a value indicating music C (step S28: YES), the sub-control CPU 50a judges whether or not the specific music flag is ON (step S29). If the specific music flag is ON (step S29: YES), the sub-control CPU 50a stores a value indicating music D in the music flag (step S30). On the other hand, if the specific music flag is OFF (step S29: NO), the sub-control CPU 50a stores a value indicating music A in the music flag (step S27). After that, the sub-control CPU 50a ends the music change process.
[0152] If the value of the music flag is not a value indicating music C (step S28: NO), the sub-control CPU 50a judges whether the value of the music flag is a value indicating music B (step S31). If the value of the music flag is a value indicating music B (step S31: YES), the sub-control CPU 50a stores a value indicating music C in the music flag (step S32). Then, the sub-control CPU 50a ends the music change process. On the other hand, if the value of the music flag is not a value indicating music B (step S31: NO), the sub-control CPU 50a stores a value indicating music B in the music flag (step S33). Then, the sub-control CPU 50a ends the music change process.
[0153] By the above-mentioned music change process, the sub-control CPU 50a can control to change the music output in the music performance during the time-saving state. That is, the sub-control CPU 50a can control to change the music output during the time-saving state in response to the operation of the operation button BT.
[0154] In particular, in this embodiment, the sub-control CPU 50a can change the music according to a predetermined determination condition each time the operation button BT is operated. At this time, the sub-control CPU 50a changes the music according to different determination conditions when the specific music flag is ON and when the specific music flag is OFF. Specifically, when the specific music flag is ON, the sub-control CPU 50a changes the music in the order of music A → music B → music C → music D → music A →... On the other hand, when the specific music flag is OFF, the sub-control CPU 50a changes the music in the order of music A → music B → music C → music A →... That is, in the music change process of this embodiment, the type of music that can be determined as the music to be output in the music performance during the time reduction differs depending on whether the specific music flag is ON or not.
[0155] In addition, when the change restriction period starts in the first time-saving state start process with the start of the first time-saving state for the specific number of times, the sub-control CPU 50a cannot change the music output in the time-saving music performance during the change restriction period. That is, in this embodiment, during at least a part of the period during the first time-saving state for the specific number of times, changing the music by operating the operation button BT is restricted.
[0156] On the other hand, even if the change restriction period starts in the first time-saving state start process with the start of the first time-saving state for the specific number of times, the sub-control CPU 50a can control to change the music output in the time-saving music performance in response to the operation of the operation button BT after the end of the change restriction period during the period in the first time-saving state for the specific number of times. In other words, the sub-control CPU 50a can control to change the music output during the time-saving state in response to the operation of the operation button BT even during the first time-saving state for the specific number of times.
[0157] Furthermore, according to such first time-saving state start processing, second time-saving state start processing, and music change processing, when the number of times the first time-saving state has been controlled is a specific number, the sub-control CPU 50a can control the output of music D as a specific music piece during the first time-saving state for the specific number of times, regardless of the type of music that was output during the time-saving state before being controlled to the first time-saving state.
[0158] That is, when the sub-control CPU 50a controls the specific music flag to the ON state in response to the first time-saving state control count reaching a specific count in the first time-saving state start processing, the sub-control CPU 50a outputs music D as a specific music in the time-saving music performance during the time-saving state for the specific count. At this time, the sub-control CPU 50a stores a value indicating music D in the first music flag in the first time-saving state start processing and then executes the time-saving music performance according to the value of the first music flag, so that music D is output regardless of the values of the first music flag and the second music flag at the start of the first time-saving state start processing.
[0159] Also, according to such processing, when the sub-control CPU 50a changes the value of the first music flag during the first time-saving state in the music change processing, when the first time-saving state start processing is started in association with the next time being controlled to the first time-saving state, the first music flag stores a value indicating the music that was last output during the previous first time-saving state. Then, the sub-control CPU 50a can control the start of the time-saving music performance by starting the output of the music based on the value of the first music flag without changing the value of the first music flag in the first time-saving state start processing. That is, in this embodiment, when being controlled to the first time-saving state, the sub-control CPU 50a can determine the music to be output in the time-saving music performance based on the type of music output during the previous first time-saving state. In particular, in this embodiment, the sub-control CPU 50a can determine the same music as the music output during the previous first time-saving state as the music to be output in the time-saving music performance.
[0160] Furthermore, in the first time-saving state start process, the sub-control CPU 50a outputs music based on the value of the first music flag regardless of the value of the second music flag. That is, when the sub-control CPU 50a is controlled to the first time-saving state, then the second time-saving state, and then the first time-saving state again, the sub-control CPU 50a can determine the music to be output in the time-saving music performance based on the type of music output during the previous first time-saving state, regardless of the music output during the second time-saving state.
[0161] Furthermore, according to such processing, when the sub-control CPU 50a changes the value of the second music flag during the second time-saving state in the music change processing, when the second time-saving state start processing is started in association with the next time being controlled to the second time-saving state, the second music flag stores a value indicating the music that was last output during the previous second time-saving state. Then, in the second time-saving state start processing, the sub-control CPU 50a can control to start the music performance during time-saving by starting the output of the music based on the value of the second music flag after changing the value of the second music flag according to the value stored in the second music flag at that time. That is, in this embodiment, when the sub-control CPU 50a is controlled to the second time-saving state, it can determine the music to be output in the time-saving music performance based on the type of music output during the previous second time-saving state.
[0162] In particular, in this embodiment, when the music output during the previous second time-saving state is music A, the sub-control CPU 50a determines music B as the music to be output in the time-saving music performance when the music output during the previous second time-saving state is music B. In addition, in this embodiment, when the music output during the previous second time-saving state is music B, the sub-control CPU 50a determines music C as the music to be output in the time-saving music performance when the music output during the previous second time-saving state is music D. In addition, in this embodiment, when the music output during the previous second time-saving state is music C, the sub-control CPU 50a determines music A as the music to be output in the time-saving music performance depending on whether the specific music flag is ON or not. Specifically, when the music output during the previous second time-saving state is music C and the specific music flag is ON, the sub-control CPU 50a determines music D as the music to be output in the time-saving music performance. On the other hand, when the song output during the previous second time-saving state is song C and the specific song flag is in the OFF state, the sub-control CPU 50a determines song A as the song to be output in the time-saving song performance.
[0163] Furthermore, in the second time-saving state start process, the sub-control CPU 50a outputs music based on the value of the second music flag regardless of the value of the first music flag. That is, when the sub-control CPU 50a is controlled to the second time-saving state, then the first time-saving state, and then further controlled to the second time-saving state, the sub-control CPU 50a can determine the music to be output in the time-saving music performance based on the type of music output during the previous second time-saving state, regardless of the music output during the first time-saving state.
[0164] Next, a special music setting process for setting the special music flag to the ON state will be described. In this embodiment, the sub-control CPU 50a executes the special music setting process at every predetermined control period (for example, 4 ms).
[0165] As shown in Fig. 9, in the special music setting process, the sub-control CPU 50a judges whether or not the first time-shortening state is in effect (step S41). If the first time-shortening state is not in effect (step S41: NO), the sub-control CPU 50a ends the special music setting process without setting the special music flag.
[0166] If the first time-saving state is in progress (step S41: YES), the sub-control CPU 50a judges whether the number of acquired prize balls stored in the sub-control RAM 50c is equal to or greater than a specified number (step S42). In this embodiment, the number of acquired prize balls is information that can identify the number of game balls acquired by the player. Specifically, the sub-control CPU 50a updates the number of acquired prize balls each time a command indicating that a game ball has entered each winning slot is input, thereby making it possible to identify the number of game balls acquired by the player. If the number of acquired prize balls is less than the specified number (step S42: NO), the sub-control CPU 50a ends the special music setting process without setting the special music flag.
[0167] If the number of winning balls is equal to or greater than the prescribed number (step S42: YES), the sub-control CPU 50a judges whether the special music flag is ON or not (step S43). If the special music flag is ON (step S43: YES), the sub-control CPU 50a ends the special music setting process without setting the special music flag. On the other hand, if the special music flag is OFF (step S43: NO), the sub-control CPU 50a sets the special music flag to ON (step S44). After that, the sub-control CPU 50a ends the special music setting process.
[0168] By such a special music setting process, when the number of prize balls acquired during the first time-saving state becomes equal to or greater than a specified number, the sub-control CPU 50a sets the special music flag to the ON state. Then, when the special music flag is ON, the sub-control CPU 50a controls the first time-saving state start process and the second time-saving state start process to store a value indicating music E as a special music flag, thereby outputting music E in the time-saving music performance. That is, in this embodiment, when the number of prize balls acquired during the first time-saving state becomes equal to or greater than a specified number, music E is output as a special music in the time-saving music performance after the end of the first time-saving state.
[0169] Also, when the special music flag is ON, the sub-control CPU 50a controls the value of the music flag in the music change process so that it cannot be changed. Therefore, in this embodiment, after the special music flag is set to ON, music E is output in the music performance during time-saving, and it is impossible to change to music A to D. That is, in this embodiment, when the number of prize balls acquired during the first time-saving state is equal to or greater than a specified number, the output of multiple types of music including music D as a specific music is restricted after the first time-saving state ends. In this embodiment, the number of prize balls acquired being equal to or greater than a specified number corresponds to a specific condition.
[0170] Next, the music display effects that can be executed by the pachinko gaming machine 10 of this embodiment will be described. As shown in Fig. 10(a) to (c), in this embodiment, the music display effect is an effect executed during the execution of the time-saving music effect. In the music display effect of this embodiment, music information MJ that can identify the music output in the time-saving music effect is displayed on the effect display device 12. For example, the music information MJ is an image that imitates a character string indicating the name of the music.
[0171] The sub-control CPU 50a controls the effect display device 12 to display music information MJ corresponding to the music output in the time-saving music effect during execution of the time-saving music effect. At this time, the sub-control CPU 50a displays the music information MJ in different display areas according to the type of music output in the time-saving music effect.
[0172] Specifically, when the song output in the song effect during the time-saving mode is any one of the songs A to C, the sub-control CPU 50a controls to display the song information MJ in the first display area A1 of the image display unit GH of the effect display device 12 (FIG. 10(a)). When the song output in the song effect during the time-saving mode is song D, the sub-control CPU 50a controls to display the song information MJ in the second display area A2 of the image display unit GH of the effect display device 12 (FIG. 10(b)). And when the song output in the song effect during the time-saving mode is song E, the sub-control CPU 50a controls to display the song information MJ in the third display area A3 of the image display unit GH of the effect display device 12 (FIG. 10(c)).
[0173] Next, the time-saving chance performance that can be executed by the pachinko game machine 10 of this embodiment will be described. In this embodiment, the time-saving chance performance is a performance that can be executed during the time-saving state. The time-saving chance performance of this embodiment is a performance that notifies the player that there is a high expectation that a special winning symbol will be derived in the special game being executed, compared to when the time-saving chance performance is not executed. In particular, in the time-saving chance performance of this embodiment, a chance notification image CG that notifies the player that there is a high expectation that a special winning symbol will be derived in the special game being executed is displayed on the performance display device 12.
[0174] When the sub-control CPU 50a inputs a variable pattern designation command and a special symbol designation command during the time-saving state, the sub-control CPU 50a performs a design execution lottery to determine whether or not to execute a chance designation during the time-saving state. At this time, when the special game being executed is a special game that derives a special winning symbol, the sub-control CPU 50a controls so that the design execution lottery is won with a higher probability than when the special game being executed is a special game that derives a losing symbol.
[0175] When the sub-control CPU 50a wins the effect execution lottery, the sub-control CPU 50a controls the effect display device 12 to execute a chance effect during time reduction. At this time, the sub-control CPU 50a controls the effect display device 12 to display different types of chance notification images CG according to the music output in the music effect during the time reduction being executed.
[0176] Specifically, when the song output in the time-saving music performance is any one of songs A to C, the sub-control CPU 50a controls to display a first chance notification image CG1 (FIG. 10(a)). When the song output in the time-saving music performance is song D, the sub-control CPU 50a controls to display a second chance notification image CG2 (FIG. 10(b)). And when the song output in the time-saving music performance is song E, the sub-control CPU 50a controls to display a third chance notification image CG3 (FIG. 10(c)).
[0177] At this time, the sub-control CPU50a controls the image display unit GH of the effect display device 12 to display the chance notification image CG in the same display area, regardless of the type of chance notification image CG to be displayed. Also, at this time, the sub-control CPU50a controls the image display unit GH of the effect display device 12 to display the chance notification image CG in the same display area, regardless of whether the current game state is the first time-saving state or the second time-saving state. Specifically, in this embodiment, the sub-control CPU50a controls the image display unit GH of the effect display device 12 to display the chance notification image CG in the fourth display area A4. After that, the sub-control CPU50a ends the chance notification image during time-saving by hiding the chance notification image CG when a predetermined time has elapsed since the chance notification image CG was displayed.
[0178] In this way, the sub-control CPU 50a can control the display of the chance notification image CG corresponding to the music being output during the time-saving state in the time-saving chance presentation. In this embodiment, the display area in which the chance notification image CG is displayed on the presentation display device 12 is the same regardless of the type of the current game state.
[0179] The effects of this embodiment will be described. (1) In this embodiment, when the first time-saving state is controlled, if the special music flag is OFF and the first time-saving state control count is a specific count, music D is determined as the music to be output in the time-saving music performance during the first time-saving state. That is, in the first time-saving state of this embodiment, the music to be output is determined according to the number of times the game is controlled to the first time-saving state. This allows music to be output according to the game situation, thereby increasing interest in the game.
[0180] (2) In particular, in this embodiment, for the first time-saving state, which is more advantageous to the player than the second time-saving state, the music to be output is determined according to the number of times the game is controlled to the first time-saving state. This makes it possible to output music according to the game situation during the first time-saving state, which is advantageous to the player, thereby increasing the player's interest in the game.
[0181] (3) In this embodiment, when the song D is determined as the song to be output in the time-saving music performance during the first time-saving state in the first time-saving state start process, a change restriction period is set to restrict the change of the song by operating the operation button BT. According to this, during the change restriction period, music according to the game situation can be output regardless of the player's intention, so that the interest in the game can be increased.
[0182] (4) In this embodiment, even if song D is determined as the song to be output in the time-saving music effect during the first time-saving state in the first time-saving state start process, after the end of the change restriction period, the song to be output in the time-saving music effect can be changed by a song change process executed in response to an operation of the operation button BT. According to this, even during the first time-saving state for a specific number of times, the song to be output in the time-saving music effect can be changed by the player operating the operation button BT, so that the interest in the game can be increased by allowing the player to select a song that the player likes.
[0183] (5) In this embodiment, when the game is controlled to the second time-saving state, then the first time-saving state, and then the second time-saving state, the music to be output in the time-saving music performance during the current second time-saving state is determined based on the music output in the time-saving music performance during the previous second time-saving state. This allows the game to be enjoyed by having the multiple second time-saving states related to each other, even if the game is controlled to the first time-saving state during multiple second time-saving states.
[0184] (6) In this embodiment, when the number of winning balls during the first time-saving state reaches or exceeds a specified number, the output of multiple types of music is limited after the end of the first time-saving state. This allows the player to enjoy the game by changing the presentation before and after the number of winning balls during the first time-saving state reaches or exceeds a specified number.
[0185] (7) In the time-saving chance performance of this embodiment, a chance notification image CG of a type corresponding to the music output in the time-saving music performance is displayed. This can increase the player's interest by combining the music being output with the displayed chance notification image CG.
[0186] (8) In the time-saving chance performance of the present embodiment, the chance notification image CG is displayed in the same display area regardless of whether the time-saving state is the first or second state. This makes it possible to prevent the chance notification image CG from being overlooked in the time-saving chance performance.
[0187] (9) In the time-saving chance performance of the present embodiment, the chance notification image CG is displayed in the same display area regardless of the type of music being output. This makes it possible to prevent the chance notification image CG from being overlooked in the time-saving chance performance.
[0188] This embodiment can be modified and implemented as follows. The present embodiment and the following modified examples can be implemented in combination with each other to the extent that no technical contradiction occurs.
[0189] The types of presentation modes may be changed as appropriate. For example, multiple types of presentation modes may be provided as presentation modes in a specific game state. Also, multiple game states may be controlled to the same presentation mode.
[0190] The execution mode of the time-saving chance performance may be changed as appropriate. For example, the sub-control CPU 50a may display the chance notification image CG in a different display area depending on the current game state, or may display the chance notification image CG in a different display area depending on the type of music output in the time-saving music performance. The sub-control CPU 50a may also display the same chance notification image CG regardless of the current game state, or may display the same chance notification image CG regardless of the type of music output in the time-saving music performance.
[0191] The contents of the notification in the time-saving chance performance may be changed as appropriate. For example, the time-saving chance performance may be a performance that notifies the expectation that the special game in the pending special game includes a special game that will lead to a special winning pattern. In addition, the time-saving chance performance may be a performance that suggests or notifies the remaining number of operations.
[0192] This may also be applied to gaming machines that do not have chance presentations during time-saving. The manner in which the music display effect is executed may be changed as appropriate. For example, the sub-control CPU 50a may display the music information MJ in the same display area regardless of the current game state, or may display the music information MJ in the same display area regardless of the type of music output in the time-saving music effect. In this case, the music information MJ corresponds to a music-related image that is displayed in the same display area regardless of the type of advantageous state.
[0193] The image displayed as the song information MJ may be changed as appropriate. For example, the song information MJ may be an image imitating a character string showing the lyrics of a song, or may be a combination of an image imitating a character string showing the song title and an image imitating a character string showing the lyrics of a song.
[0194] This may also be embodied in gaming machines that do not have music display effects. The specific condition for setting the special music flag to the ON state may be changed as appropriate. For example, the sub-control CPU 50a may set the special music flag to the ON state on the condition that the number of times a jackpot game has occurred reaches a specified number.
[0195] The special music flag may be set to the ON state when a specific condition is met, regardless of whether the game is in the first time-saving state or not. For example, the sub-control CPU 50a may set the special music flag to the ON state when the number of winning balls during the second time-saving state is equal to or greater than a specified number.
[0196] The control when the special music flag is ON may be changed as appropriate. For example, when the special music flag is ON, the sub-control CPU 50a may control the first time-saving state start process and the second time-saving state start process to output music E in the time-saving music performance, while allowing the music to be changed in the music change process. That is, when the special music flag is ON, the music A to D may not be output at the start of the time-saving music performance, while the music to be output in the time-saving music performance may be changed to the music A to D by operating the operation button BT. Also, when the special music flag is ON, the sub-control CPU 50a may allow the music to be output in the time-saving music performance to be changed among the music A to E by operating the operation button BT.
[0197] The special music flag may be set to the OFF state when any condition is met. For example, the sub-control CPU 50a may set the special music flag to the OFF state when the first special game is started during the non-time-saving state, or when either the first or second special game is started during the non-time-saving state. The sub-control CPU 50a may also set the special music flag to the OFF state when the next time-saving state following the first time-saving state in which the special music flag was set to the ON state ends.
[0198] When a specific condition is met during the time-saving state, the sub-control CPU 50a may store a value indicating the song E as a special song in the song flag, thereby controlling to output the song E from the point in time when the specific condition is met during the time-saving state. In other words, when a specific condition is met during the time-saving state, the output of the songs A to D may be restricted from the point in time when the specific condition is met during the time-saving state.
[0199] The present invention may be embodied in a gaming machine capable of executing a specific condition notice performance that notices the establishment of a specific condition for setting a special music flag to an ON state. For example, if the specific condition is that the number of winning balls reaches a specified number, the sub-control CPU 50a may execute the specific condition notice performance by displaying an image on the performance display device 12 that suggests that the specific condition is close to being established, on the condition that the number of winning balls reaches a specified number that is less than the specified number. Also, if the specific condition is that the number of times a jackpot game has been generated reaches a specified number, the sub-control CPU 50a may execute the specific condition notice performance by displaying an image on the performance display device 12 that suggests that the specific condition is close to being established, on the condition that the number of times a jackpot game has been generated reaches a specified number that is less than the specified number. According to this, it is possible to notify that the specific condition will soon be established and the special music flag will be set to an ON state, thereby restricting the output of music A to D, in a situation where the specific condition is close to being established.
[0200] The present invention may be embodied in a gaming machine capable of executing a special notification effect that notifies the player that a special music flag has been set to the ON state. For example, when the sub-control CPU 50a sets the special music flag to the ON state, the sub-control CPU 50a may execute the special notification effect by displaying an image on the effect display device 12 that notifies the player that the special music flag has been set to the ON state. In this way, when the special music flag is set to the ON state, it is possible to notify the player that the output of music A to D will be restricted during the next time-saving state without waiting for the player to be controlled to the next time-saving state.
[0201] The present invention may be applied to a gaming machine that does not have a special music flag. That is, the sub-control CPU 50a may control the game machine so that the output of multiple types of music including the specific music is not restricted when a specific condition is met.
[0202] The period in which the change restriction period is set may be changed as appropriate. For example, when the specific music flag is set to the ON state in the first time-saving state start processing, the sub-control CPU 50a may set the change restriction period until the first time-saving state ends. That is, during the first time-saving state for the specific number of times, the music output in the time-saving music performance may be made unchangeable. In addition, even when the specific music flag is set to the ON state in the first time-saving state start processing, the sub-control CPU 50a may not set the change restriction period. That is, for the entire period in the first time-saving state for the specific number of times, the music output in the time-saving music performance may be made changeable. In addition, the sub-control CPU 50a may set the change restriction period regardless of whether the specific music flag is set to the ON state in the first time-saving state start processing. Similarly, the sub-control CPU 50a may set the change restriction period in the second time-saving state start processing. That is, regardless of whether the first time-saving state is for the specific number of times, the change restriction period may be set for a certain period after the time-saving state is controlled. In addition, the change restriction period does not have to be a fixed time, and may be an indefinite time. For example, the change restriction period may be a period during which a special game is executed a predetermined number of times.
[0203] The order of songs to be selected when changing songs in the song change process may be changed as appropriate. Also, there may be songs that cannot be selected in the song change process. For example, the sub-control CPU 50a may not be able to control the song flag to store a value indicating song D in the song change process even if the specific song flag is ON.
[0204] The control contents of the sub-control CPU 50a in the music change process may be changed as appropriate. For example, the sub-control CPU 50a may change the type of music that can be determined in the music change process depending on the type of the last jackpot game that was generated. The sub-control CPU 50a may also change the type of music that can be determined in the music change process depending on the number of special games that have been executed since the time-saving state was entered. In this case, for example, the sub-control CPU 50a may change the type of music that can be determined when the number of special games that have been executed since the time-saving state was entered is 0 to 10 times, 11 to 15 times, or 16 times or more. According to this, when the number of times set as the number of times of operation after the end of the jackpot game is changed depending on the type of the jackpot game, the type of music that can be determined in the music change process can be changed depending on the type of the jackpot game that was generated, so that it is possible to prevent the player from getting bored.
[0205] The sub-control CPU 50a may be able to change the music output in the time-saving music performance even when the operation button BT is not operated. For example, the sub-control CPU 50a may change the music output in the time-saving music performance on the condition that the number of special games executed during the time-saving state reaches a predetermined number. At this time, the predetermined number may be a number greater than the number of operations when the time-saving state is controlled after the end of some jackpot games, while being a number less than the number of operations when the time-saving state is controlled after the end of other jackpot games. For example, the predetermined number may be a number greater than the number of operations when the time-saving state is controlled after the end of jackpot games Zd, and a number less than the number of operations when the time-saving state is controlled after the end of jackpot games Za to Zc.
[0206] The specific number of times can be set appropriately. For example, the specific number of times may be one time. That is, when the sub-control CPU 50a is controlled to the first time-saving state for the first time, the sub-control CPU 50a may set the specific music flag to the ON state and store a value indicating music D as the specific music in the first music flag.
[0207] The condition for setting the specific music flag to the ON state may be changed as appropriate. For example, the sub-control CPU 50a may control the specific music flag to the ON state on the condition that the number of winning balls has reached a predetermined number or more in the first time-saving state start process.
[0208] The timing for erasing the first time-saving state control count may be changed as appropriate. For example, the first time-saving state control count may be erased when either the first special game or the second special game is started during the non-time-saving state, or may not be erased until the pachinko gaming machine 10 is powered off.
[0209] The specific music flag may be set to the OFF state when any condition is met. For example, the sub-control CPU 50a may set the specific music flag to the OFF state when the first special game is started during the non-time-shortening state, or when either the first special game or the second special game is started during the non-time-shortening state.
[0210] In the first time-saving state start process, when the special music flag is in the OFF state and the first time-saving state control count is not the specific count, the sub-control CPU 50a may update the value of the first music flag and then start outputting music based on the updated value of the first music flag. At this time, the sub-control CPU 50a may determine a value to be stored in the first music flag according to the value stored in the first music flag at the start of the first time-saving state start process. That is, in the first time-saving state start process, the sub-control CPU 50a may determine a music to be outputted in the current first time-saving state based on a music outputted in the previous first time-saving state. Also, the sub-control CPU 50a may determine a value to be stored in the first music flag regardless of the value stored in the first music flag at the start of the first time-saving state start process. That is, in the first time-saving state start process, the sub-control CPU 50a may determine a music to be outputted in the current first time-saving state regardless of a music outputted in the previous first time-saving state.
[0211] The sub-control CPU 50a may not store a value indicating the song E in the first song flag in the first time-saving state start process even if the special song flag is ON. In other words, when the special song flag is set to ON in response to the establishment of a specific condition during the first time-saving state, the sub-control CPU 50a may control the output of the song E when the state is subsequently controlled to the second time-saving state, but may control the output of the song E when the state is controlled to the first time-saving state.
[0212] In the second time-saving state start process, when the special music flag is in the OFF state, the sub-control CPU 50a may start outputting music based on the value of the second music flag without updating the value of the second music flag. That is, when controlling to the second time-saving state, the sub-control CPU 50a may determine the same music as that output during the previous second time-saving state as the music to be output during the current second time-saving state. Also, the sub-control CPU 50a may determine the value to be stored in the second music flag regardless of the value stored in the second music flag at that time. That is, the sub-control CPU 50a may determine the music to be output during the current second time-saving state regardless of the music output during the previous second time-saving state.
[0213] The sub-control CPU 50a may not store a value indicating the song E in the second song flag in the second time-saving state start process even if the special song flag is ON. In other words, when the sub-control CPU 50a sets the special song flag to ON in response to the establishment of a specific condition during the first time-saving state, the sub-control CPU 50a may control to output the song E when the game is subsequently controlled to the first time-saving state, but may control not to output the song E when the game is controlled to the second time-saving state.
[0214] The first music flag and the second music flag may be one music flag. In this case, when the sub-control CPU 50a is controlled to the second time-saving state after the first time-saving state, the sub-control CPU 50a may determine the music to be output during the second time-saving state based on the value stored in the music flag at the start of the second time-saving state start process, thereby determining the music to be output during the current second time-saving state based on the music output during the previous first time-saving state. Similarly, when the sub-control CPU 50a is controlled to the first time-saving state after the second time-saving state, the sub-control CPU 50a may determine the music to be output during the current first time-saving state based on the music output during the previous second time-saving state, by determining the music to be output during the first time-saving state based on the value stored in the music flag at the start of the first time-saving state start process.
[0215] The number and types of songs that can be output in the time-saving music performance may be changed as appropriate. Also, there may be multiple types of songs that correspond to specific songs. In this case, the sub-control CPU 50a may be able to control changing the songs to be output from among the multiple types of songs that correspond to specific songs, even during the change restriction period. Also, there may be multiple types of songs that correspond to special songs. In this case, the sub-control CPU 50a may be able to control changing the songs to be output from among the multiple types of songs that correspond to special songs, even when the special song flag is in the ON state.
[0216] Instead of or in addition to the time-saving music performance, a music performance during a jackpot game may be executed in which one of a plurality of types of music is output during a jackpot game. In this case, the sub-control CPU 50a may be capable of controlling the change of music to be output during a jackpot game in response to the operation of the operation button BT. In this case, the sub-control CPU 50a may output a specific music during a specific number of jackpot games, regardless of the type of music output during the jackpot game before the specific jackpot game occurs, when the number of times that the specific jackpot game has occurred is a specific number of times for a specific jackpot game among the jackpot games. In addition, when a music performance during a jackpot game can be executed in addition to the time-saving music performance, the sub-control CPU 50a may determine the music to be output during the time-saving state based on the music output during the jackpot game when the time-saving state is controlled after the end of the jackpot game. Furthermore, in the case where music effects during a jackpot game can be executed in addition to music effects during the time-saving mode, the sub-control CPU 50a may determine the music to be output during the jackpot game based on the music output during the time-saving mode when a jackpot game occurs during the time-saving mode. In this case, the sub-control CPU 50a may output a specific music piece during the first specific number of jackpot games when the number of times that the specific jackpot game has occurred is a first specific number of times for a specific jackpot game among the jackpot games, regardless of the type of music output during the time-saving mode before the specific jackpot game occurs. Also, the sub-control CPU 50a may output a specific music piece during the second specific number of time-saving modes for a specific time-saving mode among the time-saving modes, regardless of the type of music output during the jackpot game before the specific time-saving mode is controlled, when the number of times that the specific time-saving mode has been controlled is a second specific number of times for a specific time-saving mode among the time-saving modes.
[0217] When the present invention is embodied in a gaming machine capable of performing music effects during a jackpot game, the control of music effects during time-saving described in the above embodiment and modified example may be diverted to control of music effects during a jackpot game. In this case, for example, the jackpot game Za corresponds to the first advantageous state, and the jackpot games Zb to Zd correspond to the second advantageous state. In other words, multiple types of jackpot games with different advantageous degrees for the player correspond to advantageous states that are more advantageous to the player than a state in which no jackpot game is occurring.
[0218] The number and type of jackpots may be changed as appropriate. The number and type of special wins may be changed as appropriate. For example, for each special win, the type of game state controlled after a big win game occurs in a special win game may be changed. In addition, a special win in which the game ball does not substantially pass through a specific area may be provided in a special win game.
[0219] The present invention may be embodied in a gaming machine with a jackpot game that substantially guarantees that the next jackpot game will occur. For example, for a specific jackpot game, an extremely large number of times (for example, 10,000 times) may be set as the number of times the game is operated when the game is controlled to a time-saving state after the end of the jackpot game. In this way, the specific jackpot game becomes a jackpot game that substantially guarantees that the next jackpot game will occur.
[0220] The present invention may be embodied in a gaming machine that does not have a special jackpot symbol. In other words, a jackpot game may be generated only when a gaming ball passes through a specific area within a detection effective period in a special jackpot game.
[0221] The present invention may be embodied in a gaming machine that does not have a special winning symbol of a special symbol. In other words, the big win game may be generated only when a big win is won in a special winning lottery. The contents of various controls in the first time-shortening state and the second time-shortening state may be changed as appropriate. For example, the main control CPU41a may control the first time-shortening state so that the ball entry rate into the second start winning hole 15 is lower than that in the second time-shortening state. In addition, when controlling to the first time-shortening state, the main control CPU41a may control the number of times set as the number of activations to be lower than that when controlling to the second time-shortening state. In other words, the first time-shortening state may be a game state that is disadvantageous to the player compared to the second time-shortening state.
[0222] The conditions for ending the time-saving state may be changed as appropriate. For example, the time-saving state may be ended when a specific special win is won. The time-saving state may also be ended when a special win game based on a specific special win ends.
[0223] The present invention may be embodied in a gaming machine equipped with a probability variation function that varies the probability of winning a jackpot in a special winning lottery. For example, the present invention may be embodied in a pachinko gaming machine that transitions the gaming state from a low probability state to a high probability state after the end of a jackpot game on the condition that a specific jackpot has been won. Also, for example, the present invention may be embodied in a pachinko gaming machine (so-called V-variable machine) that transitions the gaming state from a low probability state to a high probability state after the end of a jackpot game on the condition that a gaming ball is detected by a specific passing sensor SE5 during the jackpot game.
[0224] The present invention may be embodied in a gaming machine having a function (so-called complete function) of restricting the execution of a game when the number of specific balls calculated based on the number of game balls acquired by the player and the number of game balls used by the player in the game reaches a predetermined upper limit. In this case, the sub-control CPU 50a may be capable of controlling the execution of a restriction notification effect that notifies the player that the execution of the game will be restricted when the number of specific balls reaches the upper limit. The sub-control CPU 50a may also be capable of controlling the execution of a first restriction advance notification effect that notifies the player that the execution of the game will be restricted after the end of the winning game when the number of specific balls reaches the upper limit during the winning game. In this case, the sub-control CPU 50a may control the execution of a restriction notification effect not to be executed when the number of specific balls reaches the upper limit, but to be executed when the winning game that occurred when the number of specific balls reaches the upper limit is ended. In addition, the sub-control CPU 50a may be capable of controlling the execution of a second restriction advance notification effect, which notifies the player in advance that the execution of the game will be restricted when the number of specific balls reaches the upper limit number, when the number of specific balls reaches the upper limit number, using the opportunity that the number of specific balls reaches a specific number smaller than a predetermined upper limit number. Here, when the execution of the game is restricted, a new jackpot game will not occur thereafter, and the player will not be able to acquire game balls. In addition, when the execution of the game is restricted, various effects including the music effect during the time reduction cannot be executed. That is, when the execution of the game is restricted, the output of multiple types of music including the music D as the specific music is restricted. For this reason, for example, when the number of specific balls reaches the upper limit number during a specific jackpot game, the output of multiple types of music including the specific music will be restricted after the specific jackpot game ends.
[0225] The sub-control board 50 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker SP, and a lamp control board that specializes in controlling the decorative lamps LA may be provided separately from the sub-control board 50. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 50a may be composed of multiple CPUs mounted on a single board.
[0226] The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. The functions of the main control board 40 may be divided and realized on multiple boards. The main control CPU 41a may be composed of multiple CPUs mounted on a single board.
[0227] The present invention may be applied to a pachinko machine that does not execute a special game. In this case, it is preferable to display a special symbol on the special game display device 12. The technical ideas that can be understood from the above-described embodiment and modified examples will be described.
[0228] (Appendix 1) A gaming machine comprising: a state control means for controlling a state of the gaming machine; an audio output means for outputting audio; an output control means for controlling the audio output means; and an operation means operable by a player, wherein the states controlled by the state control means include a normal state and an advantageous state which is more advantageous to the player than the normal state, and the advantageous states include a plurality of types of advantageous states including a first advantageous state and a second advantageous state, and the plurality of types of advantageous states have different degrees of advantage to the player, the audio output means is capable of outputting music during the advantageous state, and there are a plurality of types of music that can be output during the advantageous state, and the output control means is capable of control to change the music to be output during the advantageous state in accordance with the operation of the operation means, and wherein when the number of times controlled to the first advantageous state is a specific number, a specific piece of music is output during the first advantageous state for the specific number of times, regardless of the type of music that was output during the advantageous state before being controlled to the first advantageous state.
[0229] (Appendix 2) The gaming machine described in Appendix 1, wherein the output control means controls so that the specific musical piece is output in response to the start of the first advantageous state for the specific number of times, and is capable of controlling so that the musical piece to be output is changed in accordance with operation of the operating means even during the first advantageous state for the specific number of times.
[0230] (Supplementary Note 3) A gaming machine as described in Supplementary Note 1 or Supplementary Note 2, in which changing the music by operating the operating means is restricted during at least a portion of the period during which the first advantageous state is in effect for the specific number of times.
[0231] (Appendix 4) A gaming machine as described in any one of Appendices 1 to 3, in which, if a specific condition is met during the first advantageous state, output of multiple types of music including the specific music is limited after the first advantageous state ends. [Explanation of symbols]
[0232] A1...First display area A2...Second display area A3...Third display area A4...Fourth display area BT...Operation button (operation means) CG...Chance notification image (music related image) CG1...First chance notification image (music related image) CG2...Second chance notification image (music related image) CG3...Third chance notification image (music related image) CL...Center line GH...Image display section HD...Launch handle LA...Decorative lamp MJ...Music information R1...First path R1a...Left side area R2...Second path R2a...Right side area SE1...First start winning sensor SE2...Second start winning sensor SE3...First count sensor SE4...Second count sensor SE5...Specific passing sensor SE6...Gate sensor SL1...First solenoid SL2...Second solenoid SL3...Third solenoid SL4...Fourth solenoid SP...Speaker (audio output means) W...Center frame YB...Game board YBa...play area YBb...opening window 10...pachinko game machine 12...performance display device (display means) 13...information display device 13a...first special symbol display section 13b...second special symbol display section 13c...first special hold display section 13d...second special hold display section 13e...normal symbol display section 13f...normal hold display section 14...first start ball entry opening 15...second start ball entry opening 16...normal opening / closing piece 18...first large prize entry opening 19...first special opening / closing piece 20...second large prize entry opening 21...second special opening / closing piece 23...gate 23a...gate opening 26...passage 26a...first passage 26b...second passage 27...branching section 28...distribution shutter 40...main control board 41...microprocessor 41a...main control CPU (state control means) 41b... main control ROM 41c... main control RAM 50... sub-control board 50a... sub-control CPU (output control means, display control means) 50b... sub-control ROM 50c... sub-control RAM
Claims
1. A state control means for controlling a state of the gaming machine; an audio output means for outputting audio; an output control means for controlling the audio output means; an operation means operable by a player; A display means capable of displaying an image, The states controlled by the state control means include a normal state and an advantageous state which is more advantageous to the player than the normal state, The advantageous state includes a first advantageous state and a second advantageous state, and the advantageous states have different degrees of advantage to the player. the first advantageous state is a more advantageous state for the player than the second advantageous state; the audio output means is capable of outputting music during the advantageous state; There are multiple types of music that can be played during the advantageous state, The output control means The music to be output during the advantageous state can be changed in response to the operation of the operating means, When the number of times that the game has been controlled to the first advantageous state is a specific number of times, a specific piece of music is output during the first advantageous state for the specific number of times, regardless of the type of music that was output during the advantageous state before the game was controlled to the first advantageous state; when the game machine is controlled to the first advantageous state after being controlled to the second advantageous state and then is further controlled to the second advantageous state, a piece of music to be output with the start of the second advantageous state controlled after the first advantageous state can be determined based on a type of music output during the second advantageous state controlled before the first advantageous state; When a specific condition is satisfied during the first advantageous state, or when the specific condition is satisfied during the second advantageous state, after the advantageous state ends, output of a plurality of types of music including the specific music is restricted; The display means is capable of displaying an image suggesting the fulfillment of the specific condition before the specific condition is fulfilled.
2. A state control means for controlling the state of the gaming machine; an audio output means for outputting audio; an output control means for controlling the audio output means; An operation means operable by a player, The states controlled by the state control means include a normal state and an advantageous state which is more advantageous to the player than the normal state, The advantageous state includes a first advantageous state and a second advantageous state, and the advantageous states have different degrees of advantage to the player. the first advantageous state is a more advantageous state for the player than the second advantageous state; the audio output means is capable of outputting music during the advantageous state; There are multiple types of music that can be played during the advantageous state, The output control means The music to be output during the advantageous state can be changed in response to the operation of the operating means, When the number of times that the game has been controlled to the first advantageous state is a specific number of times, a specific piece of music is output during the first advantageous state for the specific number of times, regardless of the type of music that was output during the advantageous state before the game was controlled to the first advantageous state; A gaming machine characterized in that, when the gaming machine is controlled to the second advantageous state, then controlled to the first advantageous state, and then further controlled to the second advantageous state, a piece of music identical to the piece of music output at the end of the second advantageous state controlled before the first advantageous state is output at the start of the second advantageous state controlled after the first advantageous state.
Citation Information
Patent Citations
Game machine
JP2016049374A
Game machine
JP2016116666A
Game machine
JP2019005438A
Pachinko game machine
JP2019013569A
Game machine
JP2019187882A