Gaming Machines

By integrating a winning lottery drawing mechanism and dynamic game state and presentation controls, the gaming machine addresses the challenge of enhancing player interest, resulting in a more engaging gaming experience.

JP7681335B2Active Publication Date: 2025-05-22NEWGIN KK
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Patent Information

Application Number
JP2023013937
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-01
Publication Date
2025-05-22
Estimated Expiration
2040-05-13

AI Technical Summary

Technical Problem

Existing gaming machines lack effective mechanisms to enhance player interest by dynamically controlling game states and presentation modes.

Method used

The gaming machine incorporates a winning lottery drawing mechanism, game state control, variation pattern determination, and presentation mode control, allowing for dynamic transitions between game states and presentation modes based on predetermined conditions.

Benefits of technology

This approach increases player interest by creating varying levels of game advantage and presentation dynamics, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a gaming machine that can enhance interest in games. [Solution] There are two types of improved ball scoring rates, which are advantageous game states for players: a first improved ball scoring rate state and a second improved ball scoring rate state. The first improved ball scoring rate state is a game state controlled based on the fulfillment of predetermined conditions, while the second improved ball scoring rate state is a game state controlled based on the fulfillment of specific conditions different from the predetermined conditions. In the first improved ball scoring rate state, the variation pattern HP04 cannot be determined, while in the second improved ball scoring rate state, the variation pattern HP04 can be determined. The probability of determining a miss-reach variation pattern differs between the first advantageous state and the second advantageous state, and the first improved ball scoring rate state and the second improved ball scoring rate state are controlled to different presentation modes.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Conventionally, in a pachinko game machine, which is a type of game machine, a jackpot lottery is held in response to a game ball entering the first start ball entry port or the second start ball entry port, and a symbol change game is executed based on the result of the jackpot lottery. When a jackpot display result is displayed in the symbol change game, a jackpot game is awarded in which the special ball entry port is opened. When a normal symbol change game is executed in response to a game ball entering the normal start port, a normal win display result is displayed in the normal symbol change game, and a normal win game is awarded in which the second start port is opened.

[0003] Among such pachinko gaming machines, those that are generally controlled to various game states, for example, as in Patent Document 1. The game states include, for example, a non-entry rate improvement state and an entry rate improvement state in which the game ball is more likely to enter the second starting entry hole than in the non-entry rate improvement state, and the entry rate improvement state is a game state that is more advantageous to the player than the non-entry rate improvement state.

[0004] In addition, such a pachinko game machine is configured to be controlled to the ball winning rate improved state after the end of the jackpot game, and in addition to the fact that the jackpot game has been awarded, it is possible to heighten the expectation of being controlled to the ball winning rate improved state after the end of the jackpot game. Also, when the machine is controlled to the ball winning rate improved state after the end of the jackpot game, it may be controlled to the non-ball winning rate improved state when the number of times the symbol variation game executed after the end of the jackpot game has been executed reaches a predetermined number of times. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2018-033827 A Summary of the Invention [Problem to be solved by the invention]

[0006] However, in such gaming machines, it is desirable to improve the control of the gaming state in order to increase the interest in the game. The present invention has been made in consideration of the problems existing in the conventional technology, and has an object to provide a gaming machine which can increase the interest in the game. [Means for solving the problem]

[0007] The gaming machine that solves the above problems is a first start ball entry machine that allows the game ball to enter the slot. means And the second starting ball entry where the game ball can enter means And the game ball went in. Or pass Possible normal starting shot means And the second starting ball means The second start ball entry state is an open state in which the game ball can be entered. means The game ball cannot enter the hole, or the second starting hole is opened in the open state. means an opening and closing member that operates to take a closed state in which it is difficult for a game ball to enter the first starting ball entry; means Entry of a game ball into the game or the second starting entry means The present invention is provided with a winning lottery drawing means for drawing a winning lottery in response to the entrance of a game ball into the game machine, a game state control means for controlling a game state, a variation pattern determination means for determining a variation pattern based on a predetermined determination condition, and a presentation mode control means for controlling a presentation mode, and the opening and closing member is means Entering the game ball Or pass When a normal winning game is awarded in response to the above, the game state is controlled by the game state control means to take the open state in a predetermined opening manner in the normal winning game, and the game state controlled by the game state control means has an advantageous state that is advantageous to the player, and the advantageous state is the second start ball entry. meansa game state in which advantageous play can be performed by a game ball entering the lottery, the advantageous state being a first advantageous state and a second advantageous state, the first advantageous state being controlled based on the establishment of a predetermined condition, the second advantageous state being controlled based on the establishment of a specific condition different from the predetermined condition, the predetermined condition being a condition that can be established in response to a jackpot being won in the lottery, and the specific condition being a condition that can be established in response to a jackpot being won in the lottery. A special number of symbol-changing games are played without the need for a bonus. the game state control means controls the game state to the first advantageous state with a first maximum number of times of execution of the pattern change game as an upper limit when the game state control means controls the game state to the second advantageous state with a second maximum number of times of execution of the pattern change game as an upper limit when the game state control means controls the game state to the second advantageous state with a second maximum number of times of execution of the pattern change game as an upper limit when the game state control means controls the game state to the second advantageous state with a second maximum number of times of execution of the pattern change game as an upper limit when the game state control means controls the game state to the second advantageous state with a The special variation pattern is a variation pattern that can be determined when the winning lottery is not won, and a reach presentation is not executed during the execution of a pattern variation game based on the specific variation pattern, and the specific variation pattern includes a first specific variation pattern and a second specific variation pattern having a shorter variation time than the first specific variation pattern, the first determination condition is a condition under which the second specific variation pattern cannot be determined, and the second determination condition is a condition under which the second specific variation pattern can be determined, and the first determination condition and the second determination condition have different probabilities of determining the special variation pattern, and the presentation mode control means controls to a first presentation mode in the first advantageous state, and controls to a second presentation mode different from the first presentation mode in the second advantageous state, and the first advantageous state and the second advantageous state are the second advantageous state and the first advantageous state and the second advantageous state are the second advantageous state and the second advantageous state. means The gist of the invention is that the ease with which a game ball can enter the hole varies. Effect of the Invention

[0008] According to the present invention, interest in games can be increased. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a schematic diagram showing a pachinko gaming machine. [Diagram 2] A diagram showing the types of jackpots. [Diagram 3] FIG. 11 is a diagram showing the control content of the distribution member. [Figure 4] FIG. 11 is a diagram showing the control content in the base state. [Diagram 5] A diagram showing the types of normal wins. [Figure 6] FIG. 2 is a diagram showing the electrical configuration of a pachinko game machine. [Figure 7] FIG. [Figure 8] 13(a) and (b) are diagrams showing the conditions for determining a fluctuation pattern. [Figure 9] 13(a) and (b) are diagrams showing the conditions for determining a fluctuation pattern. [Figure 10] FIG. [Figure 11] A diagram showing transitions between presentation modes. [Figure 12] 13(a) to (d) are diagrams showing transitions between game states and presentation modes. [Figure 13] 4(a) to (h) are diagrams showing the presentation modes of the presentations to be executed. [Figure 14] 4(a) to (h) are diagrams showing the presentation modes of the presentations to be executed. [Figure 15] 13(a) to (h) are diagrams showing the presentation modes of the presentations to be executed. [Figure 16] 4(a) to (h) are diagrams showing the presentation modes of the presentations to be executed. [Figure 17] 4(a) to (h) are diagrams showing the presentation modes of the presentations to be executed. [Figure 18] FIG. 11 is a diagram showing a read-ahead command setting process. [Figure 19] A figure showing the first pre-reading performance decision processing. [Figure 20]A figure showing the first count effect determination process. [Figure 21] A figure showing the second count effect determination process. [Figure 22] A figure showing the second entry performance control processing. [Figure 23] 13A to 13E are diagrams showing the control timing of the entry performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] [First embodiment] An embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.

[0011] As shown in Fig. 1, a pachinko gaming machine 10 serving as a gaming machine includes a frame 11. The frame 11 is a member for mounting various components such as a game board 20. The pachinko gaming machine 10 is equipped with a launch handle 16. For example, the launch handle 16 is provided on the front side of the frame body 11. In the pachinko gaming machine 10, game balls (game media) are launched toward a game area 21 of a game board 20 with strength according to the amount of operation (amount of rotation) of the launch handle 16. In other words, the pachinko gaming machine 10 is configured so that the launch strength of the game balls can be adjusted by operating the launch handle 16.

[0012] The pachinko game machine 10 is equipped with a decorative lamp 17. For example, the decorative lamp 17 is provided on the front side of the frame body 11. The decorative lamp 17 has a built-in light-emitting body (not shown) and is configured to be able to emit light, blink, and turn off by the light-emitting body. The decorative lamp 17 executes an effect of emitting light, blinking, and turning off (hereinafter referred to as a light-emitting effect) as one of the effects.

[0013] The pachinko game machine 10 is equipped with a speaker 18. For example, the speaker 18 is provided on the front side of the frame body 11. As one of the effects, the speaker 18 executes an effect (hereinafter, referred to as an audio effect) of outputting sounds such as human or animal voices, sound effects, and music.

[0014] The pachinko game machine 10 is provided with an operation button 19 as an operation means at a position on the front side of the frame 11 where the player can operate it. The operation button 19 is used, for example, during performance. The operation button 19 may also be used, for example, during various settings such as volume setting and light intensity setting.

[0015] The pachinko gaming machine 10 includes an information display device 22. For example, the information display device 22 is provided at a position on the gaming board 20 that is visible to the player. The information display device 22 notifies various information indicating the control state of the pachinko gaming machine 10.

[0016] The information display device 22 includes a first special symbol display section 22a as a symbol change game execution means. The first special symbol display section 22a is configured to be capable of displaying one or more types of first special symbols. The first special symbol display section 22a is capable of executing a first special symbol change game (first symbol change game) in which a predetermined symbol is changed and displayed, and the first special symbol is finally displayed as a fixed, stopped symbol. In the following description, the "first special symbol change game" may be abbreviated to "first special game."

[0017] The information display device 22 includes a second special symbol display section 22b as a symbol change game execution means. The second special symbol display section 22b is configured to be capable of displaying one or more types of second special symbols. The second special symbol display section 22b is capable of executing a second special symbol change game (second symbol change game) in which a predetermined symbol is changed and displayed, and the second special symbol is finally displayed as a fixed, stopped symbol. In the following description, the "second special symbol change game" may be abbreviated to "second special game."

[0018] In the following description, when the first special symbol changing game and the second special symbol changing game are not distinguished from each other, they may be collectively referred to as "special symbol changing game (symbol changing game)" and the special symbol changing game may be referred to as "special game". In other words, the special game includes a first special game and a second special game. The first special symbol and the second special symbol are symbols for notifying the result of a lottery (a big win lottery to be described later) that is internally executed in the pachinko game machine 10.

[0019] In this specification, "variable display" means a state in which the type of the displayed pattern changes over time. In this specification, "determined stop display" means a state in which the pattern is definitively displayed and the type of the displayed pattern does not change. In this specification, "determined stop display" and "derive" have the same meaning when it comes to patterns. The special patterns that can be derived in the first special pattern display section 22a and the second special pattern display section 22b include a jackpot pattern as a jackpot display result and a miss pattern as a miss display result. When a jackpot pattern is derived in a special game, the player can recognize that it will be a jackpot. When a miss pattern is derived in a special game, the player can recognize that it will be a miss.

[0020] In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, the second special game is executed in priority to the first special game. In this embodiment, when the jackpot lottery is won, a jackpot symbol is derived in the special game, and the jackpot game is awarded after the special game ends. In other words, the jackpot game is awarded after the special game in which the jackpot lottery is won ends. As will be described in detail later, the jackpot game is a game in which a large number of prize balls can be won, and is therefore an advantageous game (state) for the player.

[0021] In this embodiment, a variable interval time (0.5 seconds in this embodiment) is specified as the time until the start of the next special game is permitted after the special symbol is displayed as a fixed stop and the special game ends. In other words, the variable interval time is the time from the end of the current special game until the start of the next special game is permitted. In other words, the variable interval time is the time until the start of the next special game is permitted, and can also be said to be the time until the start of a jackpot game or the start of a standby state is permitted. The standby state is a state in which a variable game or a jackpot game is not being played.

[0022] The information display device 22 includes a first special hold display section 22c. The first special hold display section 22c displays information that allows the user to recognize the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of first special games that have been put on hold is indicated as the "first special hold number." The information display device 22 includes a second special hold display section 22d. The second special hold display section 22d displays information that allows the user to recognize the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of second special games whose execution has been put on hold is indicated as the "second special hold number." For example, the maximum values ​​of the first special hold number and the second special hold number are each "4." In this way, the execution of special games can be put on hold up to a predetermined hold number.

[0023] The information display device 22 includes a normal symbol display unit 22e as a normal symbol variation game execution means. The normal symbol display unit 22e is configured to be capable of displaying one or more types of normal symbols. The normal symbol display unit 22e is capable of executing a normal symbol variation game in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. 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 22e include a normal winning symbol and a normal losing symbol. When a normal winning symbol is derived in the normal game, the player can recognize that a normal winning has occurred. When a normal losing symbol is derived in the normal game, the player can recognize that a normal losing has occurred. In this embodiment, when a winning lottery for a normal symbol is won, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends. As will be described in more detail later, normal winning gameplay is advantageous to the player because it makes it easier to establish the reservation conditions for the second special game.

[0024] The information display device 22 includes a regular hold display section 22f. The regular hold display section 22f displays information that allows the user to recognize the number of regular games that have been held for execution because the hold condition has been met but the execution condition has not yet been met. For example, the maximum number of regular holds is "4."

[0025] Next, the game board 20 will be described. The game board 20 has a surface side (front side) of the game board 20 divided into a substantially circular shape by rails, forming a game area 21. The pachinko game machine 10 also has a center frame 26 decorated with various ornaments in the substantially center of the game area 21. The center frame 26 has an opening 26a. The center frame 26 may also be referred to as a center role.

[0026] The pachinko gaming machine 10 is provided with a performance display device 27 as a performance execution means and a notification performance execution means. The performance display device 27 is provided with a display area 27r in which an image is displayed. The performance display device 27 is attached to the game board 20 so that the player can view the display area 27r through the opening 26a of the center frame 26. The performance display device 27 executes a performance (hereinafter referred to as a display performance) in which an image (picture) imitating a predetermined character or letter is displayed as one of the performances. The performance display device 27 also executes a predetermined notification performance.

[0027] In this embodiment, the display effects that the effect display device 27 can execute include an effect pattern change game in which effect patterns are variably displayed in multiple rows and a combination of effect patterns is ultimately derived. In the following explanation, the effect pattern change game is abbreviated to "effect game." The effect patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display effects. In this embodiment, the effect game is performed by variably displaying (scrolling) the first, second, and third pattern rows in a predetermined direction, respectively.

[0028] The effect game is started with the start of the special game and is ended with the end of the special game. In the effect game, a combination of effect symbols corresponding to the special symbols derived in the special game is derived. When a big win symbol is derived in the special game, a big win symbol combination by the effect symbols is derived in the effect game. For example, the big win symbol combination by the effect symbols is a symbol combination in which the effect symbols of all columns are the same, such as "333" or "777". When a losing symbol is derived in the special game, a losing symbol combination by the effect symbols is derived in the effect game. For example, the losing symbol combination by the effect symbols is a symbol combination in which the effect symbols of at least some columns are different from the effect symbols of the other columns, such as "787" or "556". In the effect game, the effect symbols may be stopped once before being displayed as a fixed stop. In this specification, the term "temporary stop display" refers to a temporary stop state before the performance pattern is displayed in a definite stop state, for example, a state in which the performance pattern is displayed in a fluctuating manner.

[0029] The performance game may include a reach performance that is performed by forming a reach. A reach is a state in which the same performance symbol is temporarily displayed in a specific column (the first column and the third column in this embodiment) among multiple columns, and a performance symbol in a column other than the specific column (the second column in this embodiment) is continuously displayed in a variable manner. For example, the reach performance may include multiple types of reach performances in which the characters that appear and the actions of the performance symbols are different.

[0030] The pachinko game machine 10 is provided with a first start port 28 that opens into the game area 21 below the center frame 26. The first start port 28 is always open so that game balls can enter. That is, the first start port 28 as the first start ball entry port is capable of receiving game balls. The pachinko game machine 10 is provided with a first start sensor SE1 that detects game balls that have entered the first start port 28. For example, the first start sensor SE1 is provided in a passage through which the game balls that have entered the first start port 28 pass. In this embodiment, when the first start sensor SE1 detects a game ball, a reservation condition for the first special game can be established and a payout condition for prize balls is established. That is, the first special game can be executed in response to the entry of a game ball into the first start port 28.

[0031] The pachinko game machine 10 is provided with a second start port 29 that opens into the game area 21 below the center frame 26. That is, the second start port 29 as a second start ball entry port is capable of receiving a game ball. The pachinko game machine 10 is provided with a second start sensor SE2 that detects a game ball that has entered the second start port 29. For example, the second start sensor SE2 is provided in a passage through which the game ball that has entered the second start port 29 passes. In this embodiment, when the game ball is detected by the second start sensor SE2, the reservation condition of the second special game can be established and the payout condition of the prize ball is established. That is, the second special game can be executed in response to the entry of the game ball into the second start port 29.

[0032] The pachinko game machine 10 is provided with a normal variable member 30 that can be operated in a permissive state (open state) and a restricted state (closed state) in the game area 21. The permissive state is a state in which the game ball can be inserted into the second start hole 29 or is easy to insert. The restricted state is a state in which the game ball cannot be inserted into the second start hole 29 or is difficult to insert. The pachinko game machine 10 is provided with a normal actuator A1 that operates the normal variable member 30 (shown in FIG. 6). The normal variable member 30 is operated to the permissive state in a normal winning game. In this way, the normal variable member 30 as an opening / closing member operates so that the second start hole 29 can take the permissive state in a predetermined open mode in a normal winning game.

[0033] The pachinko gaming machine 10 has a special winning opening 31 that opens into the gaming area 21 at the lower right of the center frame 26. In other words, the special winning opening 31, which serves as a special ball opening, is capable of receiving a game ball. The pachinko gaming machine 10 has a special winning sensor SE3 that detects a game ball that has entered the special winning opening 31. For example, the special winning sensor SE3 is provided in a passage through which the game ball that has entered the special winning opening 31 passes. In this embodiment, when a game ball is detected by the special winning sensor SE3, a condition for paying out a prize ball is established.

[0034] The pachinko game machine 10 is provided with a special variable member 32 that can be operated in a permissive state (open state) and a restricted state (closed state) in the game area 21. The permissive state is a state in which the game ball can be entered into the big prize opening 31 or is easy to enter. The restricted state is a state in which the game ball cannot be entered into the big prize opening 31 or is difficult to enter. The pachinko game machine 10 is provided with a special actuator A2 that operates the special variable member 32 (shown in FIG. 6). The special variable member 32 is operated to the permissive state during a big win game. In this way, the special variable member 32 as a special opening / closing member is operable so that the big prize opening 31 can be in the permissive state and the restricted state during a big win game.

[0035] The pachinko game machine 10 is provided with a special passage area 36 and a normal passage area 37 downstream of the large prize opening 31 through which the game ball that entered the large prize opening 31 can pass. The passage through which the game ball that entered the large prize opening 31 passes is a passage that branches into a first passage and a second passage, and the special passage area 36 is provided in the first passage, and the normal passage area 37 is provided in the second passage. In other words, the special passage area 36 and the normal passage area 37 are passable by the game ball that entered the large prize opening 31.

[0036] The pachinko game machine 10 is equipped with a special passage sensor SE6 that detects a game ball that has passed through the special passage area 36. In this embodiment, when the special passage sensor SE6 detects a game ball, a high probability state is provided after the end of the big win game. In this way, the special passage sensor SE6 detects that the game ball that entered the big win opening 31 has passed through the special passage area 36 (the game ball that has passed through the special passage area 36).

[0037] The pachinko game machine 10 is provided with a distribution member 38 that can be operated between a first distribution state and a second distribution state at a point where a passage through which a game ball that has entered the large prize opening 31 passes branches. The first distribution state is a state in which a game ball that has entered the large prize opening 31 can be distributed to a special passing area 36. The second distribution state is a state in which a game ball that has entered the large prize opening 31 can be distributed to a normal passing area 37. The pachinko game machine 10 is provided with a distribution actuator A3 that operates the distribution member 38 (shown in FIG. 6). The distribution member 38 operates to be able to take the first distribution state and the second distribution state, and can be operated from the second distribution state to the first distribution state during a big win game.

[0038] The pachinko game machine 10 is provided with a gate 33 through which a game ball can pass (enter) on the right side of the center frame 26 in the game area 21. That is, the gate 33 as a normal start ball entry port is capable of receiving a game ball. The gate 33 is provided with a gate sensor SE4 that detects a game ball passing through the gate 33 (shown in FIG. 6). In this embodiment, when a game ball is detected by the gate sensor SE4, a reserve condition for a normal game can be established. Then, a normal winning lottery is held in response to the game ball entering the gate 33, and the normal winning lottery is won and a normal winning game is awarded. That is, a normal winning game may be awarded in response to the game ball entering the gate 33.

[0039] The pachinko gaming machine 10 is provided with a general winning opening 34 that opens into the gaming area 21 to the right of the center frame 26. The pachinko gaming machine 10 is provided with a general winning sensor SE5 that detects a gaming ball that has entered the general winning opening 34 (shown in FIG. 6). For example, the general winning sensor SE5 is provided in a passage (not shown) through which the gaming ball that has entered the general winning opening 34 passes. In this embodiment, when a gaming ball is detected by the general winning sensor SE5, a payout condition for a prize ball is established. The pachinko gaming machine 10 may be provided with multiple general winning openings.

[0040] The pachinko game machine 10 of this embodiment is provided with a first start opening 28, a second start opening 29, a big prize opening 31, and a general prize opening 34 as winning openings. The pachinko game machine 10 may be provided with winning openings other than the above winning openings. A "winning" is when a game ball enters a winning opening. The pachinko game machine 10 is also provided with components such as nails and windmills for changing the behavior of the game ball flowing down the play area 21.

[0041] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko game machine 10 has a low probability state and a high probability state as game states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a game state in which the jackpot probability is higher than in the low probability state. In other words, the high probability state is a game state in which it is easier to win a jackpot lottery than in the low probability state. In the high probability state, the possibility of winning a jackpot lottery is higher than in the low probability state, making it an advantageous game state for the player. The high probability state is a so-called "probability variable state (probability variable state)". In this way, there are a low probability state and a high probability state in which it is easier to win a jackpot lottery than in the low probability state.

[0042] The pachinko game machine 10 has a low base state and a high base state as game states in which the ratio of the number of winning balls to the number of game balls shot is different. The high base state is a game state in which the probability of the game ball entering the second starting hole 29 is higher than in the low base state. The high base state is a so-called "electric support state", and the low base state is a so-called "non-electric support state". In the high base state, the probability of the game ball entering the second starting hole 29 is higher, and the game ball is easier to enter the second starting hole 29, so it is a game state (easy ball entry state, ball entry rate improvement state) that is advantageous for the player. In this way, there are a low base state (non-ball entry rate improvement state) and a high base state (ball entry rate improvement state) in which the ball entry rate of the game ball entering the second starting hole 29 is higher (it is easier to enter) than in the low base state.

[0043] For example, the high base state can be realized by performing one of the three controls described below, which are arbitrarily selected, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to that in the low base state. The second control is a normal symbol probability variation control that varies the probability of winning the normal symbol winning lottery (normal winning probability) to a higher probability than that in the low base state. The third control is an opening time extension control that lengthens the total opening time of the normal variable member 30 in one normal winning game compared to that in the low base state. Note that, as the opening time extension control, at least one of the control that increases the number of openings of the normal variable member 30 in one normal winning game compared to that in the low base state and the control that lengthens the opening time of one normal variable member 30 in a normal winning game compared to that in the low base state may be performed. In this embodiment, in the high base state, the first and second controls are not performed, and the third control is performed, making it easier for the game ball to enter the second starting hole 29 than in the low base state, but this is not limited to the above, and for example, at least one control selected arbitrarily may be performed.

[0044] In this embodiment, the normal hit probability in the low base state exceeds 0. Therefore, the normal variable member 30 can be operated to the permissible state in the low base state. The normal hit probability in the low base state may be 0. In this case, the normal variable member 30 is not operated to the permissible state in the low base state. In other words, the low base state is a state in which it is more difficult for a game ball to enter the second starting hole 29 or in which a game ball does not enter the second starting hole 29 compared to the high base state.

[0045] The high base state may be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time (for example, average fluctuation time) of the special game compared to the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state" for the special symbol. In contrast, the low base state becomes a so-called "non-fluctuation time shortening state" for the special symbol.

[0046] In addition, in this embodiment, the high base state includes a first high base state and a second high base state, which have different conditions to be controlled. The first high base state as the first ball entry rate improvement state is a game state controlled based on the establishment of a first condition among the conditions to be controlled to the high base state. The first condition in this embodiment is a condition that is established after the end of a jackpot game. The second high base state as the second ball entry rate improvement state is a game state controlled based on the establishment of a second condition different from the first condition among the conditions to be controlled to the high base state. The second condition in this embodiment is a condition that is established when a special number of special games (900 in this embodiment) are executed without a jackpot after being controlled to a low probability state. In other words, the high base state is a game state that may be controlled based on the establishment of the first condition or the establishment of the second condition.

[0047] In addition, in this embodiment, the opening manner of the normal variable member 30 in the first high base state and the second high base state differs in a normal winning game, and the degree of ball entry into the second starting hole 29 differs, but this is not limited thereto, and for example, the opening manner of the normal variable member 30 may be the same. Hereinafter, the first high base state and the second high base state may be collectively referred to as a high base state. In this embodiment, the first condition corresponds to a predetermined condition, and the second condition corresponds to a specific condition. In addition, in this embodiment, the establishment of the second condition corresponds to the occurrence of a specific event and the occurrence of a special event.

[0048] Next, a big win in the pachinko gaming machine 10 will be described. The pachinko game machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. A type of jackpot is determined for each of the plurality of types of jackpot symbols. A type of jackpot game is determined for each of the plurality of types of jackpot symbols (types of jackpots).

[0049] In the jackpot game, a predetermined effect is first performed for a predetermined opening time. In this embodiment, an opening effect is performed as the predetermined effect to notify the start of the jackpot game. In the jackpot game, after the opening time has elapsed, multiple rounds of play are performed to open the jackpot opening 31. The number of rounds of play is limited to a predetermined number.

[0050] One round of play ends when a first end condition is met in which a predetermined upper limit number ("10" in this embodiment) of game balls enter the big prize opening 31, or when a second end condition is met in which a predetermined upper limit time has elapsed. That is, the end conditions for ending each of the multiple rounds of play include a first end condition in which the number of game balls entering the big prize opening 31 becomes the upper limit number, and a second end condition in which the number of game balls entering the big prize opening 31 does not become the upper limit number and a predetermined upper limit time has elapsed. In the round play, the big prize opening 31 is opened in a predetermined opening mode, and more specifically, it takes an open state when the round play starts and takes a closed state when the round play ends. In the round play, a round performance is performed. In this way, the special variable member 32 operates so that the big prize opening 31 can be in an open state in each of the multiple round games, and when the start condition for starting each round game is met, the big prize opening 31 is in an open state, and when the end condition for ending each round game is met, the big prize opening 31 is in a closed state. Then, in the big prize game, when the final round game is ended, a predetermined performance is performed for a predetermined ending time. In this embodiment, as the predetermined performance, an ending performance is performed to notify the end of the big prize game. The big prize game ends as the ending time passes.

[0051] Next, a specific big win in the pachinko gaming machine 10 will be described. As shown in FIG. 2, in this embodiment, of the 100 types of jackpot symbols displayed in the first special symbol display section 22a as the game result of the first special game, 42 types of jackpot symbols are classified as symbols ZA, 8 types of jackpot symbols are classified as symbols ZB, and 50 types of jackpot symbols are classified as symbols ZC. In addition, of the 100 types of jackpot symbols displayed in the second special symbol display section 22b as the game result of the second special game, 64 types of jackpot symbols are classified as symbols Za, 6 types of jackpot symbols are classified as symbols Zb, and 30 types of jackpot symbols are classified as symbols Zc. Thus, in this embodiment, there are three types of jackpots in the first special game and three types of jackpots in the second special game, but this is not limited to this. Hereinafter, the types of jackpots are expressed as jackpots based on symbols ZA to ZC, Za to Zc, using the types of jackpot symbols. In addition, the types of jackpot games awarded based on the types of jackpots are expressed as jackpot games based on the symbols ZA to ZC and Za to Zc using the types of jackpot symbols.

[0052] For the jackpot games based on the symbols Za and Zb, the upper limit number of rounds is set to 10. For the jackpot games based on the symbols ZA to ZC, the upper limit number of rounds is set to 3, which is less than 10. For the jackpot games based on the symbols Zc, the upper limit number of rounds is set to 2, which is less than 3. In this embodiment, for each jackpot game, the upper limit time for rounds is set to 25 seconds.

[0053] In this embodiment, an inter-round interval time is set (defined) for each of the multiple rounds of play after the end of the round, and when the inter-round interval time has elapsed, the next round of play starts or the ending time starts. The inter-round interval time is defined as 9 seconds only after the end of the second round of play when a jackpot based on the symbol Zb is hit, and 1.5 seconds is defined otherwise.

[0054] In addition, in this embodiment, the same opening time (14 seconds in this embodiment) is set for all types of jackpot games, but this is not limited to this, and for example, different opening times may be set depending on the type of jackpot game. In addition, in this embodiment, 11 seconds is set as the ending time, but this is not limited to this, and for example, different ending times may be set depending on the type of jackpot game.

[0055] As shown in FIG. 3, for each big win game, distribution control information indicating the control contents of the distribution member 38 is set. In this embodiment, the multiple round games include an operating round game in which the distribution member 38 is operated from the second distribution state to the first distribution state and then from the first distribution state to the second distribution state, and the second round game is set as the operating round game. Therefore, when the operating round game is started, the distribution member 38 is operated from the second distribution state to the first distribution state and then from the first distribution state to the second distribution state based on the distribution control information set for the type of big win. In a non-operating round game that is not an operating round game, the distribution member 38 is not operated from the second distribution state to the first distribution state and maintains the second distribution state. In this way, the multiple round games include an operating round game in which the distribution member 38 can be operated to the first distribution state and a non-operating round game in which the distribution member 38 is not operated to the first distribution state.

[0056] The control content (distribution control) of the distribution member 38 includes short distribution control in which the time that the distribution member 38 is in the first distribution state is short, and long distribution control in which the time that the distribution member 38 is in the first distribution state is long. In other words, the control content of the distribution member 38 includes a plurality of types of distribution control that operate the distribution member 38 so that the time that the distribution member 38 is in the first distribution state differs.

[0057] In addition, as the distribution control information, the start conditions of each distribution control are determined so as to correspond to each type of jackpot. Specifically, the start conditions of each distribution control are established when the number of game balls detected by the special winning sensor SE3 in the operating round game reaches a specified number. In detail, the start conditions of the short distribution control are established when the number of game balls detected by the special winning sensor SE3 in the operating round game reaches "1" in the same way in all types of jackpot games. The start conditions of the long distribution control are established when the number of game balls detected by the special winning sensor SE3 in the operating round game reaches "2" in the jackpot game based on the symbols ZA, ZB, Za to Zc. On the other hand, the start conditions of the long distribution control are not established in the operating round game in the jackpot game based on the symbol ZC.

[0058] In addition, the distribution control information defines the end conditions of each distribution control. The end condition of the short distribution control is established when 0.028 s has elapsed since the start condition was established, or when the operating round game ends before 0.028 s has elapsed since the start condition was established. In other words, the short distribution control is a distribution control that operates so that the distribution member 38 takes the second distribution state when the end condition of the round game is not established before a predetermined time has elapsed after the distribution member 38 takes the first distribution state. In addition, the short distribution control is a distribution control that operates so that the distribution member 38 takes the second distribution state when the end condition of the round game is established before a predetermined time has elapsed after the distribution member 38 takes the first distribution state.

[0059] The end condition of the long distribution control is established when a predetermined time (predetermined time, 1.4 s in this embodiment) has elapsed since the end of the operating round game, regardless of the time that has elapsed since the start condition was established. In this embodiment, the predetermined time is set to be a sufficient time from when the game ball that entered the large prize opening 31 enters the large prize opening 31 (when it is detected by the special prize sensor SE3) until it reaches the distribution member 38. In this embodiment, 1.5 s is specified as the interval time between rounds, and 1.4 s is specified as the end condition of the long distribution control, so that a time shorter than the interval time between rounds is specified as the end condition of the long distribution control. In other words, the long distribution control is a distribution control in which the distribution member 38 operates to take the second distribution state when a predetermined time has elapsed since the end condition of the round game was established when the distribution member 38 was in the first distribution state.

[0060] In this embodiment, the end condition of the short distribution control is set to a time shorter than the time from when the game ball is detected by the special winning sensor SE3 until the game ball reaches the distribution member 38. In addition, the sum of the time set as the end condition of the short distribution control and the time from when the distribution member 38 is operated to take the second distribution state from the first distribution state is shorter than the time from when the game ball is detected by the special winning sensor SE3 until the game ball reaches the distribution member 38. In this way, when the game ball is detected by the special winning sensor SE3 and the start condition of the short distribution control is established, the distribution member 38 operates from the second distribution state to the first distribution state, but the end condition of the short distribution control is established before the game ball reaches the distribution member 38, and the distribution member 38 operates from the first distribution state to the second distribution state. In other words, the short distribution control is a distribution control in which the distribution member 38 operates to take the first distribution state when the number of game balls that have entered the large winning port 31 in each operating round game becomes "1", and the distribution member 38 operates to take the second distribution state by the time the game ball reaches the distribution member 38. For this reason, it can be said that the short distribution control is a distribution control that makes it difficult to distribute game balls to the special passing area 36.

[0061] Furthermore, in this embodiment, the time from when the special winning sensor SE3 detects a gaming ball to when the distribution member 38 is operated to change from the second distribution state to the first distribution state is shorter than the time from when the special winning sensor SE3 detects a gaming ball to when the gaming ball reaches the distribution member 38. In this way, when the special winning sensor SE3 detects a gaming ball and the start condition of the long distribution control is established, the distribution member 38 will operate from the second distribution state to the first distribution state by the time the gaming ball reaches the distribution member 38.

[0062] In addition, in the jackpot game based on the symbols ZA, ZB, and Za to Zc, the short distribution control and the long distribution control are performed in the second round game. In the jackpot game based on the symbol ZC, the short distribution control is performed in the second round game, but the long distribution control is not performed. Therefore, in the jackpot game based on the symbols ZA, ZB, and Za to Zc, at least the operating round game that allows the game ball to pass through the special passing area 36 is performed, while in the jackpot game based on the symbol ZC, the operating round game that allows the game ball to pass through the special passing area 36 is not performed.

[0063] Thus, the operating round game includes a first operating round game in which the distribution member 38 can be operated to take the first distribution state based on the short distribution control, but the distribution member 38 is not operated to take the first distribution state based on the long distribution control. Also, the operating round game includes a second operating round game in which the distribution member 38 can be operated to take the first distribution state based on the short distribution control, and the distribution member 38 can be operated to take the first distribution state based on the long distribution control. The first operating round game can be said to be a round game in which it is more difficult for a game ball that has entered the large prize opening 31 to pass through the special passing area 36 than the second operating round game.

[0064] As shown in Fig. 2, if the game ball passes through the special passing area 36 during a jackpot game, a high probability state is granted as the game state after the end of the jackpot game until a predetermined number of special games (120 times in this embodiment) are completed. Moreover, this predetermined number is the same regardless of the type of jackpot determined. On the other hand, if the game ball does not pass through the special passing area 36 during a jackpot game, a low probability state is granted instead of a high probability state as the game state after the end of the jackpot game.

[0065] As shown in FIG. 4, the first high base state is a game state that is controlled with the end of a jackpot game as a trigger. On the other hand, the second high base state is a game state that is controlled with the execution of a special game a special number of times without a jackpot after the control of the low probability state. Thus, even in the high base state in which a game ball is more likely to enter the second starting hole 29 than in the low base state, the trigger (condition) for control is different. In addition, the special number of times, which is the number of times the special game is executed from the time of control to the low probability state until the time of control to the second high base state, is a number greater than the predetermined number of times that can be controlled to the high probability state after the end of a jackpot game.

[0066] In addition, in this embodiment, the first high base state is a game state that is controlled to continue until a first upper limit number of times (in this embodiment, any one of 100, 120, and 500 times) of a special game is executed without a jackpot. There are multiple types of upper limit numbers for this first upper limit number, and the first upper limit number is a number corresponding to the type of jackpot, the game state when the jackpot lottery is won, and the game state controlled after the jackpot game ends. On the other hand, the second high base state is a game state that is controlled to continue until a second upper limit number of times (1200 times in this embodiment) of a special game is executed without a jackpot. In addition, in this embodiment, there is one type of upper limit number for this second upper limit number, and the second upper limit number is the same number of times when the game is controlled to a low probability state and when the game is controlled to a high probability state after the jackpot game ends. The second upper limit number is a number larger than the first upper limit number and a number larger than the special number. In addition, the second upper limit number of times is a number greater than the reciprocal (approximately 320) of the winning probability of the jackpot lottery in a low probability state, and it can be said that the possibility of winning the jackpot lottery is relatively high even in a low probability state.

[0067] Specifically, as shown in FIG. 2, except when the jackpot lottery is won in the high base state (first high base state or second high base state) and the jackpot based on the pattern ZC is determined, when the jackpot game is controlled to the high probability state after the end of the jackpot game, the first upper limit number of times is 120 times. On the other hand, when the jackpot game is controlled to the low probability state after the end of the jackpot game, the first upper limit number of times is 100 times, which is smaller than 120 times. In this way, when the jackpot game is controlled to the high probability state after the end of the jackpot game, the first upper limit number of times is the same as the predetermined number of times controlled to the high probability state. Also, when the jackpot game is controlled to the low probability state after the end of the jackpot game, the first upper limit number of times is smaller than the predetermined number of times controlled to the high probability state. These 100 times and 120 times are smaller than the reciprocal (about 320) of the probability of winning the jackpot lottery in the low probability state.

[0068] On the other hand, if the jackpot lottery is won in a high base state (first high base state or second high base state) and a jackpot based on the ZC pattern is determined, the first upper limit number of times becomes 500 times, which is greater than 120 times, both when the state is controlled to a high probability state and when the state is controlled to a low probability state after the end of the jackpot game. Note that this 500 times is greater than the reciprocal (approximately 320) of the probability of winning the jackpot lottery in a low probability state, and it can be said that the possibility of winning the jackpot lottery is relatively high even in a low probability state.

[0069] The high base state is controlled when a special game is executed a special number of times after the end of a jackpot game or after the control of the low probability state, so it is highly likely to be controlled when consecutive jackpots are won (so-called "consecutive wins") or when the game is controlled to a low probability state for a certain period of time (so-called "stuck"). In addition, in a jackpot game based on the ZC pattern, it is difficult for the game ball to pass through the special passing area 36, ​​so it is highly likely to be controlled to the low probability state after the jackpot game is finished. For this reason, when the jackpot lottery is won in the high base state and a jackpot based on the ZC pattern is determined, the first upper limit number of times is set to a number greater than in other cases.

[0070] As described above, the first high base state is a gaming state in which the upper limit number of controllable special games after the end of the jackpot game differs depending on whether the jackpot determined based on the symbol ZC as the type of jackpot is determined or the jackpot determined based on other than the symbol ZC is determined. Further, in the first high base state, when the jackpot based on the symbol ZC is determined as the type of jackpot, the gaming state when winning the jackpot lottery is a high base state and a low base state, and the upper limit number of controllable special games after the end of the jackpot game is different. Further, in the first high base state, when the jackpot based on other than the symbol ZC is determined as the type of jackpot, the upper limit number of controllable special games after the end of the jackpot game is different depending on whether it is controlled to the low probability state or the high probability state after the end of the jackpot game. In the present embodiment, the jackpot based on the symbol ZC corresponds to the first jackpot and the specific jackpot, and any of the jackpots based on other than the symbol ZC corresponds to the second jackpot. Further, in the present embodiment, the low base state corresponds to the first gaming state, and the high base state corresponds to the second gaming state.

[0071] As shown in FIG. 5, in the present embodiment, as the winning probability (normal winning probability) of the normal winning lottery, the same probability (65535 / 65536) is determined in all base states. As described above, in the present embodiment, the normal winning lottery is a lottery that wins with the same probability in the low base state, the first high base state, and the second high base state, but is not limited thereto. For example, it may be a lottery that wins with different probabilities in at least any of the low base state, the first high base state, and the second high base state.

[0072] The variation time of the normal game is the same time (200 ms) in the low base state, the first high base state, and the second high base state, but is not limited thereto. For example, it may be different in at least any of the low base state, the first high base state, and the second high base state, or the determination probability may be different even though the time is the same. Further, the variation interval time of the normal game is also the same time (500 ms) in the low base state, the first high base state, and the second high base state.

[0073] There are three types of normal winning patterns FZA to FZC that are displayed in the normal pattern display section 22e as the game result of the normal game, and each of the three types of patterns FZA to FZC is determined with the same probability (1 / 3), but this is not limited to the above, and for example, at least any of the patterns may be determined with a different probability, and there may be one type, two types, or four or more types of patterns.

[0074] As the opening mode of the normal variable member 30 in one normal winning game, in the low base state, it is controlled to the open state with an upper limit of 32 ms in all normal winning games, while in the second high base state, it is controlled to the open state with an upper limit of 5400 ms in all normal winning games. Also, as the opening mode of the normal variable member 30 in one normal winning game, in the first high base state, in a normal winning game based on the pattern FZA, it is controlled to the open state for 3000 ms, controlled to the closed state for 1000 ms, and controlled to the open state for 2000 ms until the end condition is established. In a normal winning game based on the pattern FZB, it is controlled to the open state for 2000 ms, controlled to the closed state for 1000 ms, and controlled to the open state for 3000 ms until the end condition is established. In a normal winning game based on the FZC pattern, until the end condition is met, the reel is controlled to the open state for 2500 ms, the closed state for 1000 ms, and the open state for 2500 ms.

[0075] Thus, in the opening mode of the normal variable member 30, the total upper limit opening time during which the second starting hole 29 can be in an open state in one normal winning game is longer in the first high base state and the second high base state than in the low base state. In addition, as the opening mode of the normal variable member 30, there are multiple types of opening modes in the first high base state, while there is only one type of opening mode in the second high base state. And, the multiple types of opening modes in the first high base state are different from the one type of opening mode in the second high base state in that the upper limit number of times the normal variable member 30 can be in an open state in one normal winning game and the total upper limit opening time during which the second starting hole 29 can be in an open state in one normal winning game are different. In this embodiment, as the opening mode of the normal variable member 30, any of the multiple types of opening modes in the first high base state corresponds to the first opening mode and the second opening mode.

[0076] In addition, the first high base state and the second high base state have different total upper limit open times during which the second start port 29 can be in an open state in one normal hit game, and in the second high base state, the total upper limit open times during which the second start port 29 can be in an open state in one normal hit game are longer than in the first high base state. In addition, the normal hit game granted in the first high base state and the normal hit game granted in the second high base state have different upper limit open times during which the normal variable member 30 can be in an open state in one normal hit game.

[0077] In the multiple types of opening modes in the first high base state, the upper limit number of times that the normal variable member 30 can be in the open state in one normal winning game is multiple. In addition, the multiple types of opening modes in the first high base state have the same total upper limit opening time that the second start port 29 can be in the open state in one normal winning game, the upper limit number of times that the normal variable member 30 can be in the open state in one normal winning game, and the same closed time that the normal variable member 30 can be in the closed state in one normal winning game. On the other hand, the multiple types of opening modes in the first high base state have different upper limit opening times that the second start port 29 can be in the open state once.

[0078] Also, as the upper limit control time of the normal winning game, in the first high base state, it is the same time (6000 ms) for all types of normal winning games, while in the second high base state, it is the same time (5400 ms) for all types of normal winning games. That is, the upper limit control time of the normal winning game is shorter in the second high base state than in the first high base state. As a result, in the second high base state, although the total upper limit opening time during which the second start port 29 can be in the open state in one normal winning game is shorter than in the first high base state, the digestion of the normal winning game becomes faster. Also, in the first high base state, there are multiple types of opening modes of the normal variable member 30 compared to the second high base state, and it is possible to make it difficult to adjust the firing timing of the game balls so as to easily introduce the game balls into the second start port 29, and the technical intervention for the player can be improved.

[0079] In this embodiment, as the jackpot probability, 205 / 65536 (about 1 / 320) is defined in the low probability state and 995 / 65536 (about 1 / 66) is defined in the high probability state. As for the number of prize balls, "2" is determined when a game ball is detected by the first start sensor SE1, "1" is determined when a game ball is detected by the second start sensor SE2, "15" is determined when a game ball is detected by the special winning sensor SE3, and "4" is determined when a game ball is detected by the general winning sensor SE5.

[0080] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 6, the pachinko gaming machine 10 includes a main control board 40 on the back side (rear side) of the game board 20. The main control board 40 performs various processes and outputs a control signal (control command) according to the result of the process.

[0081] The pachinko game machine 10 also includes a sub-control board 41 on the back (rear) of the game board 20. The sub-control board 41 executes a predetermined process based on a control signal input from the main control board 40. For example, the sub-control board 41 executes processes for causing the decorative lamps 17 to emit light, the speaker 18 to produce sound, and the effect display device 27 to produce a display effect.

[0082] The pachinko game machine 10 also includes a power supply unit 60 on the rear side (back) of the game board 20. The power supply unit 60 is a unit that supplies power to the main control board 40 and the sub-control board 41 when a power switch 60a is turned on.

[0083] The pachinko game machine 10 of this embodiment is equipped with a backup function. The backup function is a function that internally stores (backs up) various information related to game control even when the power supply from the external power source is stopped, and restores game control based on the various information stored when the power supply is started. Here, the various information to be backed up includes game information related to the progress of the game. For example, the game information includes information on special games, information on big win games, information on game status, and information on the payout of prize balls. In this embodiment, the main control board 40 and the sub-control board 41 are equipped with the backup function, but the sub-control board 41 does not need to be equipped with the backup function.

[0084] First, the main control board 40 will be described. The main control board 40 includes a main control CPU 40a, a main control ROM 40b, a main control RAM 40c, and an RWM clear switch 40d. The main control CPU 40a executes a main control program to perform various processes.

[0085] The main control ROM 40b stores a main control program, a table used in a predetermined lottery, a judgment value, and the like. The main control ROM 40b also stores a plurality of types of variation patterns. The variation pattern is information capable of identifying a variation time from the start of a special game to the end of the special game. In addition, in this embodiment, the variation pattern is information capable of identifying the presentation content of a presentation game that is performed from the start of a special game to the end of the special game. Note that the variation pattern does not have to be information capable of identifying the presentation content of a presentation game that is performed from the start of a special game to the end of the special game.

[0086] The variation patterns include a jackpot variation pattern, a miss-reach variation pattern, and a miss variation pattern. In the jackpot variation pattern, the performance content of the performance game is determined to be a performance content that finally leads to a jackpot symbol combination through a reach performance. In other words, the jackpot variation pattern can be determined when the jackpot lottery is won, and is a variation pattern that accompanies a reach performance. In the miss-reach variation pattern, the performance content of the performance game is determined to be a performance content that finally leads to a miss symbol combination through a reach performance. In other words, the miss-reach variation pattern can be determined when the jackpot lottery is not won, and is a variation pattern that accompanies a reach performance. In the miss variation pattern, the performance content of the performance game is determined to be a performance content that finally leads to a miss symbol combination without going through a reach performance. In other words, the miss variation pattern can be determined when the jackpot lottery is not won, and is a variation pattern that does not accompany a reach performance.

[0087] The main control RAM 40c is configured to be capable of storing various information that is rewritten during operation of the pachinko gaming machine 10. The information stored in the main control RAM 40c is, for example, a flag, a counter, and a timer. The main control board 40 is also configured to be capable of generating random numbers. For example, the random numbers may be generated as hardware random numbers or software random numbers.

[0088] The RWM clear switch 40d is configured to be operable to instruct initialization of various types of backed up information. In this embodiment, the various types of backed up information are initialized by turning on the power when the RWM clear switch 40d as an initialization operation means is in the on state (operated).

[0089] The main control CPU 40a and the sensors SE1 to SE6 are connected to each other. The main control CPU 40a is configured to be able to input detection signals that are output when the sensors SE1 to SE6 detect a gaming ball.

[0090] The main control CPU 40a and the actuators A1 to A3 are connected to each other. The main control CPU 40a is configured to be able to control the operations of the actuators A1 to A3. The main control CPU 40a and the information display device 22 are connected to each other. The main control CPU 40a is configured to be able to control the display contents of the information display device 22.

[0091] Next, the sub-control board 41 will be described. The sub-control board 41 and the main control board 40 are connected to each other. The pachinko gaming machine 10 is configured so that a control signal can be output in one direction from the main control board 40 to the sub-control board 41.

[0092] The sub-control board 41 includes a sub-control CPU 41a, a sub-control ROM 41b, and a sub-control RAM 41c. The sub-control CPU 41a executes a sub-control program to perform various processes (e.g., processes related to performance). The sub-control ROM 41b stores the sub-control program, tables used in the lottery, and judgment values. The sub-control ROM 41b stores display performance data related to the display performance in the performance display device 27. The sub-control ROM 41b stores light-emitting performance data related to the light-emitting performance in the decorative lamp 17. The sub-control ROM 41b stores audio performance data related to the audio performance in the speaker 18.

[0093] The sub-control RAM 41c is configured to be able to store various information that is appropriately rewritten during the operation of the pachinko machine 10. The information stored in the sub-control RAM 41c is, for example, flags, counters, and timers. Also, the sub-control board 41 is configured to be able to generate random numbers. For example, the random numbers may be generated as hardware random numbers or as software random numbers.

[0094] The sub-control CPU 41a and the effect display device 27 are connected. The sub-control CPU 41a is configured to be able to control the display mode of the effect display device 27. The sub-control CPU 41a and the decorative lamp 17 are connected. The sub-control CPU 41a is configured to be able to control the light emission mode of the decorative lamp 17. The sub-control CPU 41a and the speaker 18 are connected. The sub-control CPU 41a is configured to be able to control the output mode of the speaker 18. The sub-control CPU 41a and the operation button 19 are connected. The sub-control CPU 41a is configured to be able to input an operation signal indicating that the operation button 19 has been operated.

[0095] Next, various processes performed in the pachinko machine 10 will be described. First, the special symbol input process performed by the main control CPU 40a will be described. The special symbol input process is performed as an interrupt process.

[0096] In the special symbol input process, the main control CPU 40a determines whether a game ball has entered the first start port 28 based on whether a detection signal has been input from the first start sensor SE1. When a game ball enters the first start hole 28, the main control CPU 40a judges whether the first special reserved number stored in the main control RAM 40c 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 CPU 40a updates the first special reserved number stored in the main control RAM 40c by adding "1". This establishes the reservation condition (first reservation condition) of the first special game. That is, the entry of a game ball into the first start hole 28 is a trigger to reserve the execution of the special game. In this process, the main control CPU 40a controls the information display device 22 to display the updated first special reserved number. In addition, the main control CPU 40a sets information (hereinafter referred to as the first reserved number command) that can specify the updated first special reserved number in the output buffer. The information (control command) set in the output buffer is output to the sub-control board 41 in the next or subsequent interrupt processing.

[0097] Next, the main control CPU 40a 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 40c. For example, the random numbers are random numbers used in a jackpot lottery, random numbers used to determine a jackpot symbol, and random numbers used to determine a variation pattern. In this process, the main control CPU 40a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, by storing the random number information for the first special game in the main control RAM 40c, the execution of the first special game can be suspended until the execution condition of the first special game is established. In this way, the execution of the first special game (special game) can be suspended when a game ball enters the first starting hole 28. 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.

[0098] When no game ball has entered the first start hole 28, when the number of first special reserved balls is not less than the upper limit number, and when random number information for the first special game is stored in the main control RAM 40c, the main control CPU 40a judges whether or not a game ball has entered the second start hole 29 based on whether or not a detection signal has been input from the second start sensor SE2. When no game ball has entered the second start hole 29, the main control CPU 40a ends the special symbol input process.

[0099] When a game ball enters the second start hole 29, the main control CPU 40a judges whether the second special reserved number stored in the main control RAM 40c is less than the upper limit number ("4" in this embodiment). When the second special reserved number is not less than the upper limit number, the main control CPU 40a ends the special symbol input process. When the second special reserved number is less than the upper limit number, the main control CPU 40a updates the second special reserved number stored in the main control RAM 40c by adding "1". This establishes the reservation condition (second reservation condition) of the second special game. That is, the execution of the special game can be reserved in response to the game ball entering the second start hole 29. In this process, the main control CPU 40a controls the information display device 22 to display the updated second special reserved number. In addition, the main control CPU 40a sets information capable of identifying the updated second special reserved number (hereinafter, referred to as the second reserved number command) in the output buffer.

[0100] Next, the main control CPU 40a 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 40c. In this process, the main control CPU 40a stores the random number information so that it is possible to identify that the random number information is for the second special game, and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main control RAM 40c, the execution of the second special game can be suspended until the execution condition of the second special game is satisfied. In this way, the execution of the second special game (special game) can be suspended when a game ball enters the second starting hole 29.

[0101] Next, the special symbol start process performed by the main control CPU 40a will be described. The special symbol start process is performed as an interrupt process. In the special symbol start process, the main control CPU 40a judges whether the execution condition of the special game is satisfied. The main control CPU 40a judges positively when neither a jackpot game nor a special game is being played, and judges negatively when a jackpot game or a special game is being played. If the execution condition of the special game is not satisfied, the main control CPU 40a ends the special symbol start process.

[0102] On the other hand, when the execution condition of the special game is established, the main control CPU40a judges whether the second special reserved number stored in the main control RAM40c is "1" or more. When the second special reserved number is "1" or more, the main control CPU40a performs a predetermined process so that the execution condition of the second special game is established and the second special game is started. On the other hand, when the second special reserved number is not "1" or more, the main control CPU40a judges whether the first special reserved number stored in the main control RAM40c is "1" or more. When the first special reserved number is "1" or more, the main control CPU40a performs a predetermined process so that the execution condition of the first special game is established and the first special game is started. In this way, the main control CPU40a executes the second special game in priority to the first special game. On the other hand, when the first special reserved number is not "1" or more, the main control CPU40a ends the special symbol start process. In addition, when the special game or big win game is not being played and each special reserved number is "0", the main control CPU 40a will control the game to a standby state in which the special game and big win game are not being played.

[0103] When starting the first special game, the main control CPU40a updates the first special reserved number stored in the main control RAM40c by subtracting "1". In this process, the main control CPU40a controls the information display device 22 so that the updated first special reserved number is displayed. Next, the main control CPU40a reads out the first stored random number information of the random number information for the first special game from the main control RAM40c. After reading out the first stored random number information, the main control CPU40a erases the random number information from the main control RAM40c.

[0104] Next, the main control CPU 40a judges whether or not a jackpot will be won based on the read random number information and the jackpot judgment value stored in the main control ROM 40b. The judgment of whether or not a jackpot will be won is, for example, judged by whether or not the value of the random number specified from the random number information matches the jackpot judgment value corresponding to the current probability state. The judgment of whether or not a jackpot will be won may be judged by whether or not the value obtained by adding the value of the random number specified from the random number information and the jackpot judgment value exceeds a predetermined value. In this way, the main control CPU 40a performs a jackpot lottery according to the entry of a game ball into the first start hole 28 or the entry of a game ball into the second start hole 29, and judges whether or not a jackpot will be won. In this embodiment, the main control CPU 40a that executes such processing corresponds to a jackpot lottery means (jackpot judgment means).

[0105] When the jackpot is won, the main control CPU40a determines the jackpot symbol derived in the first special game and the variation pattern of the first special game. For example, the main control CPU40a determines the jackpot symbol derived in the first special game and the variation pattern of the first special game by lottery using the read random number information for the first special game. In this embodiment, the main control CPU40a that executes such processing corresponds to the jackpot type determination means. When the jackpot symbol derived in the first special game is determined, the main control CPU40a sets information (hereinafter referred to as a symbol command) that can specify the determined jackpot symbol in the output buffer. When the variation pattern of the first special game is determined, the main control CPU40a sets information (hereinafter referred to as a game start command) that can specify the determined variation pattern and instructs the start of a performance game based on the variation pattern in the output buffer. After setting the symbol command and the first game start command in the output buffer, the main control CPU40a ends the special symbol start process.

[0106] On the other hand, in the case of a loss that does not win a jackpot, the main control CPU40a determines the loss symbol derived in the first special game and the variation pattern of the first special game. For example, the main control CPU40a determines the loss symbol derived in the first special game and the variation pattern of the first special game by a lottery using the read random number information for the first special game. In this embodiment, the main control CPU40a that determines the variation pattern based on a predetermined determination condition corresponds to the variation pattern determination means. When the loss symbol derived in the first special game is determined, the main control CPU40a sets information (hereinafter, referred to as a pattern command) capable of identifying the determined loss symbol in the output buffer. When the variation pattern of the first special game is determined, the main control CPU40a sets a game start command that can identify the determined variation pattern and is based on the variation pattern in the output buffer. After setting the symbol command and the first game start command in the output buffer, the main control CPU40a ends the special symbol start process.

[0107] When starting the second special game, the main control CPU40a performs the same control as when starting the first special game described above. That is, the main control CPU40a performs subtraction of the second special reserved number, jackpot lottery (jackpot judgment), decision of jackpot or non-jackpot symbol based on the result of jackpot lottery, decision of variation pattern based on the result of jackpot lottery, and setting of symbol command and game start command. After that, the main control CPU40a ends the special symbol start process.

[0108] Then, when the special symbol start process is ended, the main control CPU40a executes a special game by performing a process other than the special symbol start process. Specifically, the main control CPU40a controls the information display device 22 so that the special game is started. The main control CPU40a measures the change time determined in the change pattern determined in the special symbol start process. Then, the main control CPU40a controls the information display device 22 so that the special symbol determined in the special symbol start process is derived when the change time determined in the change pattern has elapsed. In addition, when the change time determined in the change pattern determined in the special symbol start process has elapsed, the main control CPU40a instructs the stop of the change of the performance symbol, and sets information (hereinafter, referred to as a game end command) for deriving a symbol combination by the performance symbol in the output buffer.

[0109] By executing such a special symbol start process, when the random number value related to the special game is stored, the main control CPU 40a judges whether the special game will be a jackpot in the order of the earliest total acquisition order, regardless of whether the random number value is related to the first special game or the second special game, and executes the special game. In other words, the special game is executed in the order in which the game balls enter the first start hole 28 and the second start hole 29.

[0110] Next, the big win process performed by the main control CPU 40a will be described. In the jackpot process, the main control CPU 40a performs control to award a jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. That is, the main control CPU 40a awards a jackpot game by executing the jackpot process.

[0111] When the special game of the big win is over, the main control CPU40a first sets information (hereinafter, referred to as an opening command) capable of identifying the start of the opening time in the output buffer. When the opening time has elapsed, the main control CPU40a performs processing for executing a round game. Specifically, the main control CPU40a controls the special actuator A2 so that the big prize opening 31 is opened based on an opening pattern determined by the big win symbol (type of big win), and starts the round game. After starting the round game, when the first end condition or the second end condition is established, the main control CPU40a controls the special actuator A2 so that the big prize opening 31 is closed, and ends the round game. The main control CPU40a repeats such processing for executing the round game until the specified number of round games are completed.

[0112] In addition, the main control CPU 40a sets information capable of identifying the start of a round game (hereinafter referred to as a round command) in the output buffer each time a round game is started. In addition, the main control CPU 40a sets information capable of identifying the end of a round game (hereinafter referred to as a round end command) in the output buffer each time a round game is ended.

[0113] In particular, during an operating round play in which the distribution member 38 is operated from the second distribution state to the first distribution state among multiple rounds of play, the main control CPU 40a controls the distribution actuator A3 based on distribution control information defined for the jackpot pattern (type of jackpot), and controls the operation of the distribution member 38.

[0114] Specifically, the main control CPU 40a counts the number of game balls that have entered the large prize opening 31 in an operating round game based on a detection signal from the special prize sensor SE3. In this embodiment, the main control CPU 40a counts the number of game balls that have entered the large prize opening 31 not only in an operating round game but also in a non-operating round game based on a detection signal from the special prize sensor SE3.

[0115] When the main control CPU 40a judges that the number of game balls entering the large prize opening 31 is the number of balls that satisfies the start condition of the short distribution control by referring to the distribution control information determined for the jackpot pattern (type of jackpot), the start condition of the short distribution control is satisfied and the short distribution control is started. Then, the main control CPU 40a performs the short distribution control until the end condition of the short distribution control is satisfied, and when the end condition of the short distribution control is satisfied, the distribution member 38 is operated from the first distribution state to the second distribution state to end the short distribution control.

[0116] In detail, when any of the types of all the big wins is determined, the start condition of the short distribution control is established when the number of game balls entering the big winning port 31 in each operating round game becomes "1", and the main control CPU 40a operates the distribution member 38 to take the first distribution state based on the short distribution control. Then, the main control CPU 40a counts the elapsed time since the start condition of the short distribution control was established. When a predetermined time (0.028 s in this embodiment) has elapsed or when the end condition of each operating round game is established, the end condition of the short distribution control is established, and the main control CPU 40a operates the distribution member 38 to take the second distribution state.

[0117] When the main control CPU 40a judges that the number of game balls entering the large prize winning port 31 is the number of balls that satisfies the start condition of the long distribution control by referring to the distribution control information determined for the jackpot pattern (type of jackpot), the start condition of the long distribution control is satisfied and the long distribution control is started. Then, the main control CPU 40a performs the long distribution control until the end condition of the long distribution control is satisfied, and when the end condition of the long distribution control is satisfied, the distribution member 38 is operated from the first distribution state to the second distribution state to end the long distribution control.

[0118] In detail, when a jackpot based on the symbols ZA, ZB, Za to Zc is determined, the start condition of the long distribution control is established when the number of game balls entering the large prize winning port 31 in the second round play as the second operating round play becomes "2", and the main control CPU 40a operates the distribution member 38 to take the first distribution state based on the long distribution control. Note that, when a jackpot based on the symbol ZC is determined, the main control CPU 40a does not perform the long distribution control in the second round play.

[0119] When the game ball passes through the special passing area 36 during a jackpot game, the main control CPU 40a stores information indicating the passing of the game ball into the special passing area 36 in the main control RAM 40c. In addition, when the game ball passes through the special passing area 36 during a jackpot game, the main control CPU 40a sets information capable of identifying the passing of the game ball into the special passing area 36 (hereinafter, referred to as a special passing command) in the output buffer.

[0120] When the final round of play ends, the main control CPU 40a sets information capable of identifying the start of the ending time (hereinafter, referred to as an ending command) in the output buffer. When the ending time has elapsed, the main control CPU 40a ends the big win game.

[0121] Next, the game status processing performed by the main control CPU 40a will be described. The main control CPU 40a sets the main base state flag to a value that can specify that the first high base state is to be controlled for all types of jackpots, with the start of the ending time as a trigger. The main base state flag is a flag assigned to the main control RAM 40c, and is a flag that can specify whether the state is to be controlled to a low base state, a first high base state, or a second high base state.

[0122] The main control CPU 40a also identifies the game state when the jackpot lottery is won, the type of jackpot, and whether the game ball passed through the special passing area 36 during the jackpot game. The main control CPU 40a then identifies the upper limit number of times corresponding to the identified result as the first upper limit number of times controllable to the first high base state, and sets the value that can identify the first upper limit number to the main high base number counter. The main high base number counter is assigned to the main control RAM 40c, and is a counter for counting the number of times the special game that can be controlled to the high base state (first high base state or second high base state) is executed.

[0123] Specifically, when the main control CPU 40a determines that the game state when the jackpot lottery is won is a high base state and that the type of jackpot is a jackpot based on the ZC pattern, it determines the first upper limit number of times to be "500." In other cases, when the main control CPU 40a determines that the game ball has passed through the special passing area 36 during the jackpot game, it determines the first upper limit number of times to be "120," while when the main control CPU 40a determines that the game ball has not passed through the special passing area 36 during the jackpot game, it determines the first upper limit number of times to be "100."

[0124] In addition, when the main control CPU 40a determines that the game ball has passed through the special passing area 36 during a jackpot game, the main control CPU 40a sets the main probability state flag to a value that can specify whether to control to a high probability state for all types of jackpots. The main probability state flag is assigned to the main control RAM 40c, and is a flag that can specify whether to control to a low probability state or a high probability state. Then, the main control CPU 40a sets a predetermined number of times ("120" in this embodiment) that can be controlled to the high probability state in the main high probability count counter. The main high probability count counter is assigned to the main control RAM 40c, and is a counter for counting the number of times that a special game that can be controlled to the high probability state is executed.

[0125] In addition, when the main control CPU 40a determines that the game ball has not passed through the special passing area 36 during the jackpot game, triggered by the input of an ending command, the main control CPU 40a sets a value that can specify control to a low probability state for all types of jackpots to the main probability state flag. Then, the main control CPU 40a sets a value that can specify the number of special times to the main low probability number counter. The main low probability number counter is assigned to the main control RAM 40c, and is a counter for counting the number of times the special game is executed after being controlled to the low probability state.

[0126] Then, the main control CPU 40a subtracts "1" from the main high base count counter, the main high probability count counter, and the main low probability count counter that are assigned to the main control RAM 40c, and that are not set to "0", every time the special game is executed. In this embodiment, the main control CPU 40a subtracts "1" from each of the counters when the special game ends, but the present invention is not limited to this and may subtract "1" from each of the counters when the special game starts, for example.

[0127] Thus, in this embodiment, the first upper limit number of times is different between when a jackpot based on the ZC pattern is determined as the type of jackpot and when a jackpot based on a pattern other than ZC is determined. Also, in this embodiment, when a jackpot based on the ZC pattern is determined as the type of jackpot, the first upper limit number of times is different between when the game state when the jackpot lottery is won is a low base state and when the game state is a high base state. Also, in this embodiment, when a jackpot based on a pattern other than ZC is determined as the type of jackpot and the game state is controlled to the first high base state after the end of the jackpot game, the first upper limit number of times is different between when the game state is controlled to the low probability state and when the game state is controlled to the high probability state after the end of the jackpot game.

[0128] When the main high base count counter is updated from "1" to "0", the main control CPU 40a sets the main base state flag to a value that can specify that the game is controlled to the low base state. When the main high probability count counter is updated from "1" to "0", the main control CPU 40a sets the main probability state flag to a value that can specify that the game is controlled to the low probability state, and sets the main low probability count counter to a value that can specify the special count. In this way, when the main control CPU 40a controls the game to the high probability state after the end of a big win game, it controls the game to the low probability state when a predetermined control condition is established triggered by the execution of a predetermined number of special games. When the main low probability count counter is updated from "1" to "0", the main control CPU 40a sets the main base state flag to a value that can specify that the game is controlled to the second high base state, and sets the main high base count counter to the second upper limit count.

[0129] In this embodiment, the main control CPU 40a, upon input of an opening command, sets the main base state flag, main probability state flag, main high base number counter, main high probability number counter, and main low probability number counter to "0" and initializes each flag and counter.

[0130] In this way, the main control CPU 40a may control the state to a low probability state after the end of a jackpot game, or may control the state to a high probability state after the end of a jackpot game. In particular, when the game ball passes through the special passing area 36 during a jackpot game, the main control CPU 40a controls the state to a high probability state after the end of a jackpot game, while when the game ball does not pass through the special passing area 36 during a jackpot game, the main control CPU 40a controls the state to a low probability state after the end of a jackpot game. Then, when the state is controlled to a high probability state after the end of a jackpot game, the main control CPU 40a controls the state to a low probability state when a predetermined control condition is met by executing a predetermined number of special games without a jackpot.

[0131] In addition, the main control CPU40a continues to control the first high base state until the first upper limit number of special games are played without a jackpot when controlled to the first high base state, and controls the low base state when the first upper limit number of special games are played. On the other hand, the main control CPU40a continues to control the second high base state until the second upper limit number of special games are played without a jackpot when controlled to the second high base state, and controls the low base state when the second upper limit number of special games are played. In addition, after controlling the low base state when the second upper limit number of special games are played without a jackpot in the second high base state, the main control CPU40a does not control the high base state when a predetermined number of special games are played in the low base state without a jackpot.

[0132] In addition, when the main control CPU 40a is controlled to the first high base state after the end of the jackpot game, it controls to either the high probability state or the low probability state, while when the main control CPU 40a is controlled to the second high base state, it controls to the low probability state without controlling to the high probability state. In addition, the main control CPU 40a may continue to control to the high probability state and the high base state until 120 special games are executed without a jackpot after the end of the jackpot game, or may continue to control to the low probability state and the high base state until 500 special games are executed without a jackpot after the end of the jackpot game.

[0133] In particular, when the jackpot lottery is won in the high base state and the jackpot type is determined to be a jackpot based on the symbol ZC, the main control CPU 40a controls the state to the low probability state and the low base state when 500 special games are played without a jackpot when the state is controlled to the low probability state and the first high base state after the end of the jackpot game. On the other hand, when the main control CPU 40a controls the state to the low probability state and the high base state when 120 special games are played without a jackpot when the state is controlled to the high probability state and the high base state after the end of the jackpot game. Then, the main control CPU 40a controls the state to the low probability state and the low base state after 500 special games are played without a jackpot after the end of the jackpot game.

[0134] In addition, when the main control CPU 40a wins the jackpot lottery in the low base state and determines the type of jackpot as a specific jackpot, when the main control CPU 40a is controlled to the high probability state and high base state after the end of the jackpot game, the main control CPU 40a controls the state to the low probability state and low base state when 120 special games are executed without a jackpot when the main control CPU 40a is controlled to the low probability state and low base state when 100 special games are executed without a jackpot when the main control CPU 40a is controlled to the low probability state and low base state after the end of the jackpot game, when the main control CPU 40a wins the jackpot lottery in the low base state and determines the type of jackpot as a specific jackpot, and controls the state to the low probability state and low base state when 100 special games are executed without a jackpot. In this embodiment, the main control CPU 40a that controls the game state corresponds to the game state control means.

[0135] When the main control CPU 40a sets a value that can specify control to a low probability state to the main probability state flag, it sets information that can specify a low probability state (hereinafter referred to as a low probability state command) to the output buffer. On the other hand, when the main control CPU 40a sets a value that can specify control to a high probability state to the main probability state flag, it sets information that can specify a high probability state (hereinafter referred to as a high probability state command) to the output buffer.

[0136] When the main control CPU 40a sets the main base state flag to a value that can identify control to the low base state, it sets information that can identify the low base state (hereinafter referred to as a low base state command) in the output buffer. On the other hand, when the main control CPU 40a sets the main base state flag to a value that can identify control to the first high base state, it sets information that can identify the first high base state (hereinafter referred to as a first high base state command) in the output buffer. Also, when the main control CPU 40a sets the main base state flag to a value that can identify control to the second high base state, it sets information that can identify the second high base state (hereinafter referred to as a second high base state command) in the output buffer.

[0137] Next, the normal symbol input process performed by the main control CPU 40a will be described. The normal symbol input process is performed as an interrupt process. In the normal symbol input process, the main control CPU 40a judges whether the game ball has passed (entered) the gate 33 based on whether a detection signal has been input from the gate sensor SE4. If the game ball has not passed the gate 33, the main control CPU 40a ends the normal symbol input process. On the other hand, if the game ball has passed the gate 33, the main control CPU 40a judges whether the normal reserved number stored in the main control RAM 40c is less than the upper limit number ("4" in this embodiment). If the normal reserved number is not less than the upper limit number, the main control CPU 40a ends the normal symbol input process. If the normal reserved number is less than the upper limit number, the main control CPU 40a updates the normal reserved number stored in the main control RAM 40c by adding "1". This establishes the reservation condition for the normal game. In addition, the main control CPU 40a controls the information display device 22 to display the updated normal reserved number.

[0138] Next, the main control CPU 40a 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 40c. For example, the random numbers are random numbers used for drawing winning normal symbols, random numbers used for determining winning normal symbols, and random numbers used for determining the variable time of the normal game. In this case, the main control CPU 40a stores the random number information so that it is possible to identify that it is random number information for the normal game, and the storage order of the random number information. In this embodiment, by storing the random number information for the normal game in the main control RAM 40c, the execution of the normal game can be suspended until the execution condition of the normal game is established. After that, the main control CPU 40a ends the normal symbol input process.

[0139] Next, the normal symbol start process performed by the main control CPU 40a will be described. The normal symbol start process is performed as an interrupt process. In the normal symbol start process, the main control CPU 40a judges whether the execution condition of the normal game is satisfied. The main control CPU 40a judges positively when the normal win game is not being played and the normal game is not being played, and judges negatively when the normal win game is being played or the normal game is being played. If the execution condition of the normal game is not satisfied, the main control CPU 40a ends the normal symbol start process.

[0140] On the other hand, when the execution condition of the normal game is established, the main control CPU 40a judges whether the normal reserved number stored in the main control RAM 40c is "1" or more. When the normal reserved number is not "1" or more (when it is zero (0)), the main control CPU 40a ends the normal symbol start process. When the normal reserved number is "1" or more, the main control CPU 40a subtracts "1" from the normal reserved number stored in the main control RAM 40c and updates it. In addition, the main control CPU 40a controls the information display device 22 so that the updated normal reserved number is displayed. Next, the main control CPU 40a reads out the random number information for the normal game that was stored first from the main control RAM 40c. In addition, when the main control CPU 40a reads out the random number information that was stored first, it erases the random number information from the main control RAM 40c.

[0141] Next, the main control CPU 40a judges whether or not a normal win is won based on the read random number information, the current game state, and the normal win judgment value stored in the main control ROM 40b. In this embodiment, this process corresponds to a normal win lottery (normal win judgment) of a normal symbol to determine whether or not a normal win is won, and the main control CPU 40a that executes this process corresponds to a normal win lottery means that performs a normal win lottery for a normal game in response to the entry of a game ball into the gate 33.

[0142] In addition, in this embodiment, the main control CPU 40a wins a normal win with the same probability when the current game state is a low base state and when the current game state is a high base state, and the normal win lottery can be said to be a lottery that wins with the same probability in the low base state, the first high base state, and the second high base state, but is not limited to this. For example, the normal win lottery may be a lottery that is won with a higher probability in the high base state (the first high base state and the second high base state) than in the low base state. Also, for example, the normal win lottery may be a lottery that is won with a higher probability in the second high base state than in the first high base state, or a lottery that is won with a higher probability in the first high base state than in the second high base state. Any combination of these combinations may be adopted.

[0143] When a normal win is won, the main control CPU40a determines the normal winning symbol to be derived in the normal game and the variable time of the normal game. When the main control CPU40a determines the variable time of the normal game, it sets information capable of identifying the determined variable time (hereinafter, referred to as a normal start command) in the output buffer. The normal start command may be information capable of identifying the result of the lottery for the winning normal symbol. After that, the main control CPU40a ends the normal symbol start process.

[0144] If the normal win is not obtained, the main control CPU 40a determines the normal losing symbol to be derived in the normal game and the variable time of the normal game. When the main control CPU 40a determines the variable time of the normal game, it sets a normal start command capable of specifying the determined variable time in the output buffer. After that, the main control CPU 40a ends the normal symbol start process.

[0145] Then, the main control CPU 40a executes a normal game by performing a process different from the normal symbol start process. Specifically, the main control CPU 40a starts the normal game and controls the information display device 22 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.

[0146] Next, the normal winning process performed by the main control CPU 40a will be described. When a normal win is won, the main control CPU40a determines the opening pattern of the second start hole 29 based on the current game state, and controls the normal actuator A1 so that the second start hole 29 is opened based on the determined opening pattern. In particular, when the above-mentioned opening time extension control is adopted, the main control CPU40a determines the opening pattern for the low base in the low base state regardless of the normal winning symbol, and determines the opening pattern for the second high base in the second high base state. On the other hand, in the first high base state, the main control CPU40a determines the opening pattern for the first high base corresponding to the determined normal winning symbol from among the multiple types of opening patterns for the first high base.

[0147] Next, various processes performed by the sub-control CPU 41a will be described. First, the presentation game process performed by the sub-control CPU 41a will be described. The sub-control CPU41a determines a symbol combination to be derived in the performance game based on the game start command and the symbol command. When the special symbol identifiable from the symbol command is a big win symbol, the sub-control CPU41a determines a big win symbol combination by the performance symbol. When the special symbol identifiable from the symbol command is a losing symbol, the sub-control CPU41a determines a losing symbol combination by the performance symbol.

[0148] In addition, when the execution condition of the reach performance is established and the reach performance is executed in the performance game, the sub-control CPU41a determines a losing symbol combination including the reach (for example, "787"). In this embodiment, the execution condition of the reach performance is determined to be that a losing variation pattern with the reach performance is determined. Note that the execution condition of the reach performance may be determined to be that the sub-control CPU41a executes a predetermined reach lottery and wins the reach lottery.

[0149] In addition, the sub-control CPU41a controls the effect display device 27 so that the effect symbols are variably displayed in each column upon input of a game start command. That is, the sub-control CPU41a starts the effect game. After starting the effect game, the sub-control CPU41a temporarily stops and displays the symbol combination of the determined effect symbols when a predetermined timing arrives, and derives the symbol combination of the determined effect symbols upon input of a game end command. The sub-control CPU41a may measure a variation time that can be specified from the variation pattern, regardless of the game end command, and derive the symbol combination upon the passage of the variation time. In this case, the game end command may be omitted.

[0150] Next, the big win effect processing performed by the sub-control CPU 41a will be described. The sub-control CPU41a controls the performance display device 27 so that an opening performance is performed when an opening command is input. The sub-control CPU41a controls the performance display device 27 so that a round performance is performed when a round command is input. Furthermore, the sub-control CPU41a ends the round performance when a round end command is input. The sub-control CPU41a controls the performance display device 27 so that an ending performance is performed when an ending command is input. In this way, the sub-control CPU41a executes the opening performance, round performance, and ending performance as jackpot performance during jackpot play.

[0151] In this embodiment, the sub-control CPU 41a may control at least one of the decorative lamps 17 and the speakers 18 in addition to the performance display device 27 so that various performances are performed.

[0152] Next, the game status processing performed by the sub-control CPU 41a will be described. When the sub-control CPU 41a inputs a low probability state command, it sets the sub-probability state flag to a value that can specify a low probability state, and sets the sub-low probability count counter to a value that can specify a special count. The sub-probability state flag is assigned to the sub-control RAM 41c, and is a flag that can specify whether to control to a low probability state or a high probability state. The sub-low probability count counter is assigned to the sub-control RAM 41c, and is a counter for counting the number of times a special game is executed after being controlled to a low probability state. On the other hand, when the sub-control CPU 41a inputs a high probability state command, it sets the sub-probability state flag to a value that can specify a high probability state, and sets the sub-high probability count counter to a value that can specify a predetermined count. The sub-high probability count counter is assigned to the sub-control RAM 41c, and is a counter for counting the number of times a special game that can be controlled to a high probability state is executed.

[0153] When the sub-control CPU 41a inputs a low base state command, it sets the sub-base state flag to a value that can specify that the game is in the low base state. The sub-base state flag is assigned to the sub-control RAM 41c, and is a flag that can specify whether the game is to be controlled to the low base state, the first high base state, or the second high base state. When the sub-control CPU 41a inputs a first high base state command, it sets the sub-base state flag to a value that can specify that the game is in the first high base state, and sets the sub-high base count counter to a value that can specify the first upper limit count. The sub-high base count counter is a counter for counting the number of times that a special game that can be controlled to the high base state (the first high base state or the second high base state) is executed. Specifically, the sub-control CPU 41a specifies the game state and the type of the jackpot when the jackpot lottery is won, and specifies whether the game ball has passed through the special passing area 36 during the jackpot game based on the input of the special passing command. When the sub-control CPU41a determines that the game state when the jackpot lottery is won is a high base state and that the type of jackpot is a jackpot based on the ZC pattern, it determines "500" as the first upper limit number of times. In other cases, when the sub-control CPU41a determines that the game ball has passed through the special passing area 36 during the jackpot game, it determines "120" as the first upper limit number of times, while when the sub-control CPU41a determines that the game ball has not passed through the special passing area 36 during the jackpot game, it determines "100" as the first upper limit number of times. When the sub-control CPU41a inputs the second high base state command, it sets the sub-base state flag to a value that can identify the second high base state, and sets the high base count counter to a value that can identify the second upper limit number of times.

[0154] Here, the fluctuation patterns and the determination conditions for determining the fluctuation patterns will be described in detail with reference to Figs. As shown in Fig. 7, the fluctuation pattern of this embodiment is selected depending on whether or not it is a big hit. Specifically, the fluctuation patterns HP12, HP22, and HP32 are defined as big hit fluctuation patterns. The fluctuation patterns HP11, HP21, and HP31 are defined as miss reach fluctuation patterns, and the fluctuation patterns HP01 to HP04 are defined as miss fluctuation patterns.

[0155] Moreover, the fluctuation patterns HP11 and HP12 are selectable fluctuation patterns in the low base state. The fluctuation patterns HP21 and HP22 are selectable fluctuation patterns in the high base state (first high base state and second high base state), and the fluctuation patterns HP31 and HP32 are selectable fluctuation patterns in the first high base state. The fluctuation patterns HP01 to HP04 are selectable fluctuation patterns in common in the low base state and the high base state, but in this embodiment, the fluctuation pattern HP04 is a selectable fluctuation pattern in the second high base state.

[0156] Moreover, the variation patterns HP11 and HP12 are variation patterns in which a reach is formed in the production game (during the execution of the special game) and a first super reach (hereinafter, may be referred to as "SR1") production is executed. The variation patterns HP21 and HP22 are variation patterns in which a reach is formed in the production game (during the execution of the special game) and a second super reach (hereinafter, may be referred to as "SR2") production is executed. The variation patterns HP31 and HP32 are variation patterns in which a reach is not formed in the production game (during the execution of the special game) and a final production that can be identified as the last special game controlled to the first high base state is executed. In this embodiment, the variation patterns HP31 and HP32 correspond to special variation patterns.

[0157] Each fluctuation pattern corresponds to a fluctuation time, and the fluctuation time can be specified from the fluctuation pattern. Specifically, in this embodiment, the fluctuation pattern HP02 is a fluctuation pattern that shortens the fluctuation time of the fluctuation pattern HP01, and is more likely to be selected in a high base state than in a low base state. In this embodiment, the fluctuation pattern HP03 is a fluctuation pattern that further shortens the fluctuation time of the fluctuation pattern HP02, and is more likely to be selected in a high base state than in a low base state. In this embodiment, the fluctuation pattern HP04 is a fluctuation pattern that further shortens the fluctuation time of the fluctuation pattern HP03, and is selected only in a second high base state. In addition, the fluctuation patterns HP02 and HP03 can be selected when the first special reserved number is large in a low base state, and the fluctuation pattern HP01 can be selected when the second special reserved number is small in a first high base state. In this way, there are multiple types of fluctuation patterns with different fluctuation times in the deviation fluctuation pattern.

[0158] In this embodiment, the main control CPU 40a, upon the start of the ending time, specifies the game state when the jackpot lottery is won, the type of jackpot, and whether or not the game ball passed through the special passing area 36 during the jackpot game, and stores the specified items in the main control RAM 40c. Then, the main control CPU 40a sets information capable of specifying the determined first upper limit number in the variation number counter. The variation number counter is assigned to the main control RAM 40c, and is a counter for counting the number of times the special game is executed after the base state changes. Specifically, when the main control CPU 40a specifies that the game state when the jackpot lottery is won is a high base state and that the type of jackpot is a jackpot based on the pattern ZC, it sets the variation number counter to "500" as the first upper limit number. In other cases, when the main control CPU 40a determines that the game ball has passed through the special passing area 36 during a jackpot game, it sets the first upper limit number of times to "120" in the variation count counter, while when it determines that the game ball has not passed through the special passing area 36 during a jackpot game, it sets the first upper limit number of times to "100" in the variation count counter.

[0159] Furthermore, when controlling from the first high base state to the low base state, the main control CPU 40a sets information capable of identifying a predetermined number of times ("20" in this embodiment) in the fluctuation count counter. Furthermore, when controlling from the low base state to the second high base state, the main control CPU 40a sets information capable of identifying a special number of times in the fluctuation count counter.

[0160] Then, each time the special game is executed, the main control CPU 40a subtracts "1" from the variation counter when the variation counter is not set to "0." In this embodiment, the main control CPU 40a subtracts "1" from each of the counters when the special game ends, but the present invention is not limited to this. For example, the main control CPU 40a may subtract "1" from each of the counters when the special game starts.

[0161] In addition, when the main control CPU 40a determines the variation pattern in the special symbol start process, it refers to the variation pattern determination table based on the game state when the jackpot lottery was won, the type of jackpot, whether the game ball passed through the special passing area 36 during the jackpot game, the value set in the main base state flag, and the value set in the variation count counter. In this embodiment, the variation pattern determination table is a table for determining the variation pattern, but it is not a data structure as a table, and it is sufficient if it is a data group for determining the variation pattern. In this embodiment, the condition for determining the variation pattern by referring to the variation pattern determination table corresponds to a predetermined determination condition.

[0162] As shown in Fig. 8, there are several types of fluctuation pattern determination tables TA01, TA02, TA11 to TA15, and TA21 in the fluctuation pattern determination table. In Fig. 8(a), a fluctuation pattern determination table to be referred to when the game is controlled to a high probability state after the end of a big win game is defined, and in Fig. 8(b), a fluctuation pattern determination table to be referred to when the game is controlled to a low probability state after the end of a big win game is defined.

[0163] The fluctuation pattern determination tables TA01 and TA02 are fluctuation pattern determination tables that are referred to in the low base state. In particular, the fluctuation pattern determination table TA02 is a table that is referred to in the 20th special game when the first high base state is controlled to the low base state, and is not referred to when the second high base state is controlled to the low base state. In detail, the fluctuation pattern determination table TA02 is referred to in the 101st to 120th special games when the first high base state is controlled to 100 times as the first upper limit number of times after the end of the jackpot game. The fluctuation pattern determination table TA02 is referred to in the 121st to 140th special games when the first high base state is controlled to 120 times as the first upper limit number of times after the end of the jackpot game. The fluctuation pattern determination table TA02 is referred to in the 501st to 520th special games when the first high base state is controlled to 500 times as the first upper limit number of times after the end of the jackpot game. In addition, the fluctuation pattern determination table TA01 is a table that is referenced when the fluctuation pattern determination table TA02 is not referenced in the low base state, and is also a table that is referenced when controlled from the second high base state to the low base state.

[0164] The fluctuation pattern determination tables TA11 to TA15 are fluctuation pattern determination tables referred to in the first high base state. That is, there are a plurality of types of fluctuation pattern determination tables TA11 to TA15 in the fluctuation pattern determination tables referred to in the first high base state. In particular, the fluctuation pattern determination table TA14 is a table referred to in the first to fourth special games after the end of the jackpot game when the game response when the jackpot lottery is won is in the high base state and the type of the jackpot is other than the jackpot based on the ZC pattern. That is, the fluctuation pattern determination table TA14 is a table referred to in the first special game controlled to the first high base after the end of the jackpot game when the game is controlled to the first high base after the end of the jackpot game, and is different from the fluctuation pattern determination table in the fifth and subsequent special games other than the first special game.

[0165] The fluctuation pattern determination table TA15 is a table that is referred to in the 1st to 499th special games after the end of the jackpot game when the first high base state is set with 500 times as the first upper limit number of times after the end of the jackpot game.

[0166] The fluctuation pattern determination table TA13 is a table that is referred to in the last special game controlled to the first high base state when the game is controlled to the first high base after the end of the jackpot game. In detail, the fluctuation pattern determination table TA13 is referred to in the 100th special game when the game is controlled to the first high base state with 100 times as the first upper limit number of times after the end of the jackpot game. The fluctuation pattern determination table TA13 is referred to in the 120th special game when the game is controlled to the first high base state with 120 times as the first upper limit number of times after the end of the jackpot game. The fluctuation pattern determination table TA13 is referred to in the 500th special game when the game is controlled to the first high base state with 500 times as the first upper limit number of times after the end of the jackpot game. In this way, the fluctuation pattern determination table TA13 is a table that is referred to in the last special game controlled to the first high base after the end of the jackpot game, and is different from the fluctuation pattern determination table in at least any other special game controlled to the first high base state.

[0167] The fluctuation pattern determination table TA11 is a table that is referenced in the 1st to 40th special games after the end of the big win game when the first high base state is controlled with 120 times as the first upper limit number after the end of the big win game, except when the fluctuation pattern determination table TA14 is referenced. The fluctuation pattern determination table TA12 is a table that is referenced when the fluctuation pattern determination tables TA11, TA13 to TA15 are not referenced in the first high base state.

[0168] Also, the fluctuation pattern determination table TA21 is a fluctuation pattern determination table referred to in the second high base state. That is, there is one type of fluctuation pattern determination table TA21 in the fluctuation pattern determination table referred to in the second high base state. In detail, the fluctuation pattern determination table TA21 is a table referred to in the 901st to 2100th special games after the end of the jackpot game when the game is controlled to a low probability state after the end of the jackpot game. The fluctuation pattern determination table TA21 is a table referred to in the 1021st to 2220th special games after the end of the jackpot game when the game is controlled to a high probability state after the end of the jackpot game, because the game is controlled to a low probability state triggered by the execution of 120 special games without a jackpot after the end of the jackpot game.

[0169] In this way, the main control CPU 40a determines a fluctuation pattern (such as a miss-reach fluctuation pattern) based on one of the multiple types of fluctuation pattern determination tables TA11 to TA15 in the first high base state, while determining a fluctuation pattern based on one type of fluctuation pattern determination table TA21 in the second high base state. Also, the main control CPU 40a determines a fluctuation pattern based on one of the multiple types of fluctuation pattern determination tables TA01, TA02 in the low base state. In this embodiment, the determination condition in which the fluctuation pattern is determined by referring to the fluctuation pattern determination tables TA11 to TA15 corresponds to the first determination condition, and the determination condition in which the fluctuation pattern is determined by referring to the fluctuation pattern determination table TA21 corresponds to the second determination condition.

[0170] As shown in FIG. 9(a), a determination probability for determining a miss reach variation pattern is set in a plurality of types of variation pattern determination tables TA01, TA02, TA11 to TA15, and TA21.

[0171] In detail, when the second special game is executed, the variation pattern determination table TA21 has a lower determination probability of determining the miss reach variation pattern compared to the variation pattern determination tables TA11, TA12, and TA15. Also, the variation pattern determination table TA21 and the variation pattern determination tables TA11, TA12, and TA15 have the same probability of winning the big win lottery, so the determination probability of determining the blue-and-white variation pattern is the same.

[0172] In this way, the fluctuation pattern determination table TA21 and the fluctuation pattern determination tables TA11, TA12, and TA15 have different determination probabilities for determining a fluctuation pattern accompanied by reach performance. The fluctuation pattern determination table TA21 is a table with a lower determination probability for determining a fluctuation pattern accompanied by reach performance than the fluctuation pattern determination tables TA11, TA12, and TA15. In particular, the fluctuation pattern HP21 is a fluctuation pattern that can be determined based on the fluctuation pattern determination tables TA11, TA12, and TA15 and can also be determined based on the fluctuation pattern determination table TA21, but has a different determination probability between the fluctuation pattern determination tables TA11, TA12, and TA15 and the fluctuation pattern determination table TA21.

[0173] Also, as shown in FIG. 9(b), in the plurality of types of fluctuation pattern determination tables TA01, TA02, TA11 to TA15, and TA21, a determination probability at which a deviation fluctuation pattern is determined is set.

[0174] In detail, in the variation pattern determination table TA21, the conditions for determining the failure variation pattern are the same in both the case where the first special game is executed and the case where the second special game is executed, and the variation pattern HP04 is determined. In this way, in the special game in the second high base state, the conditions for determining the failure variation pattern are the same in both the case where the first special game is executed and the case where the second special game is executed, and the conditions for determining the failure variation pattern are the same regardless of the number of special reserved balls.

[0175] On the other hand, in the fluctuation pattern determination tables TA11, TA12, and TA15, the conditions for determining the deviation fluctuation pattern differ when the first special game is executed and when the second special game is executed, and the conditions for determining the deviation fluctuation pattern differ depending on the number of second special reserved games.

[0176] In addition, in the fluctuation pattern determination table TA21, the probability that a miss reach fluctuation pattern is determined is lower than in the fluctuation pattern determination tables TA11, TA12, and TA15. In addition, in the fluctuation pattern determination table TA21, the fluctuation pattern HP04 is determined as a miss fluctuation pattern, but in the fluctuation pattern determination tables TA11, TA12, and TA15, the fluctuation pattern HP04 is not determined as a miss fluctuation pattern, and fluctuation patterns HP01 to HP03 are determined. In this way, the fluctuation pattern HP04 is a fluctuation pattern that can be determined based on the fluctuation pattern determination table TA21, but is not determined based on other fluctuation pattern determination tables including the fluctuation pattern determination tables TA11, TA12, and TA15. In addition, in the special game in the second high base state, the fluctuation pattern determination table TA21 is referred to, and it becomes easier to determine a shorter fluctuation time than when the fluctuation pattern determination tables TA11, TA12, and TA15 are referred to. In this way, the second high base state is a gaming state in which the fluctuation time of the special game is more likely to be shorter than in the first high base state in which the fluctuation pattern determination tables TA11, TA12, and TA15 are referenced.

[0177] In this embodiment, the variation pattern determination table TA13 is a table that determines the variation pattern HP31, which is a dedicated variation pattern, when the jackpot lottery is not won, and the variation pattern HP32, which is a dedicated variation pattern, when the jackpot lottery is won, regardless of the type of special game to be executed and the number of special reserved balls. In this way, in the first high base state, the main control CPU 40a determines the variation patterns HP31 and HP32 based on the variation pattern determination table TA13 in the last special game controlled to the first high base state. In this embodiment, the determination conditions for determining the variation pattern by referring to the variation pattern determination tables TA13 and TA14 correspond to the special determination conditions.

[0178] In this embodiment, the presentation mode is controlled to be able to be changed on the condition that each winning game ends or a special game starts. The presentation mode corresponds to the type of background image and text image of the presentation display device 27, and can be specified by the player from at least one of the background image and text image, and is an image that is displayed regardless of the type of the variation pattern. The presentation mode can be executed over multiple consecutive special games.

[0179] As shown in Fig. 10, this embodiment has a plurality of types of presentation modes. The plurality of types of presentation modes are broadly divided into three types, presentation modes MA to MC. In this embodiment, presentation mode MA is different from presentation modes MB and MC in both the background image and the text image, while presentation mode MB is different from presentation mode MC in both the text image and the background image, but is not limited to this, and presentation mode MB may be different from presentation mode MC in both the text image and the background image.

[0180] Presentation mode MA is a presentation mode when in a low base state, presentation mode MB is a presentation mode when in a first high base state, and presentation mode MC is a presentation mode when in a second high base state. In addition, in this embodiment, presentation modes MA and MC are presentation modes that can be controlled only when in a low probability state, and are not controlled when in a high probability state. Presentation mode MB is a presentation mode that can be controlled in both a high probability state and a low probability state, and is a presentation mode that may be controlled when in a high probability state.

[0181] As shown in Fig. 11, when it is controlled to the low base state, it is controlled to the presentation mode MA. On the other hand, when it is controlled to the first high base state, it is controlled to the presentation mode MB, and when it is controlled to the second high base state, it is controlled to the presentation mode MC.

[0182] Regardless of whether the machine is controlled to the low base state or the high base state, the machine transitions to the presentation mode MB after the end of the jackpot game. When the machine is controlled to the first high base state, the machine transitions to the presentation mode MA when the machine is controlled to the low base state after the end of the jackpot game in the special game with the first upper limit number of times. When the machine is controlled to the second high base state, the machine transitions to the presentation mode MA when the machine is controlled to the low base state after the end of the jackpot game in the special game with the second upper limit number of times.

[0183] Next, the control relating to the presentation mode executed by the sub-control CPU 41a will be described. When the sub-control CPU 41a determines that the power supply is turned on and that the device is in a low base state based on control information from the main control CPU 40a, the sub-control CPU 41a sets the presentation mode flag to information indicating the presentation mode MA. The presentation mode flag is assigned to the sub-control RAM 41c and is a flag indicating the presentation mode to be held.

[0184] When the sub-control CPU41a is powered on and determines that the state is the first high base state based on the control information from the main control CPU40a, it sets the presentation mode flag to information indicating the presentation mode MB. The sub-control CPU41a sets the presentation mode flag to information indicating the presentation mode MB in response to the input of an ending command. When the sub-control CPU41a is powered on and determines that the state is the second high base state based on the control information from the main control CPU40a, it sets the presentation mode flag to information indicating the presentation mode MC. In addition, the sub-control CPU41a sets the presentation mode flag to information indicating the presentation mode MA in response to the input of a low base state command in the high base state.

[0185] Then, the sub-control CPU41a causes the type of background image corresponding to the value set in the presentation mode flag to be displayed on the presentation display device 27. In this embodiment, the sub-control CPU41a that controls the presentation mode corresponds to presentation mode control means.

[0186] Here, the game state and the presentation mode will be described in detail with reference to FIG. As shown in Fig. 12(a), after the end of the jackpot game, when the game is controlled to the first high base state with 100 times as the first upper limit number of times and controlled to the low probability state, if there is no jackpot after the end of the jackpot game, the game is controlled to the presentation mode MB during the execution of the 1st to 100th special game. Then, when the execution of the 100th special game ends, the game is controlled to the low base state and controlled to the presentation mode MA.

[0187] Also, after the end of the big win game, the state is controlled to a low probability state, and if there is no big win after the end of the big win game, the state is controlled to the presentation mode MA during the execution of the special game 101 to 900 times. Then, when the execution of the 900th special game ends, the state is controlled to the second high base state and the state is controlled to the presentation mode MC.

[0188] In addition, if there is no jackpot after the end of the jackpot game, the mode is controlled to the presentation mode MC during the execution of the special game 901 to 2100 times. Then, when the execution of the 2100th special game ends, the mode is controlled to the low base state and the mode is controlled to the presentation mode MA.

[0189] Next, as shown in Fig. 12(b), after the end of the jackpot game, in the case where the first high base state is controlled with 120 times as the first upper limit number of times and the high probability state is controlled, if there is no jackpot after the end of the jackpot game, the presentation mode MB is controlled during the execution of the 1st to 120th special game. Then, with the end of the 120th special game as a trigger, the low probability state and the low base state are controlled, and the presentation mode MA is controlled.

[0190] In addition, after the end of the big win game, the game is controlled to a low probability state upon the completion of the 120th special game, and if there is no big win after the end of the big win game, the game is controlled to the presentation mode MA during the execution of the 121st to 1020th special games. Then, upon the completion of the 1020th special game, the game is controlled to the second high base state and then to the presentation mode MC.

[0191] In addition, if there is no jackpot after the end of the jackpot game, the mode is controlled to the presentation mode MC during the execution of the special game 1021 to 2220 times. Then, when the execution of the 2220th special game ends, the mode is controlled to the low base state and the mode is controlled to the presentation mode MA.

[0192] Also, as shown in Fig. 12(c) and Fig. 12(d), when the game is controlled to the first high base state with 200 times as the first upper limit number of times after the end of the big win game, if there is no big win after the end of the big win game, the game is controlled to the presentation mode MB during the execution of the special game 1 to 500 times. Then, when the execution of the 500th special game ends, the game is controlled to the low base state and the presentation mode MA. Note that the same matters as Fig. 12(a) and Fig. 12(b) will not be described for Fig. 12(c) and Fig. 12(d).

[0193] In this way, when the first high base state is controlled after the end of the jackpot game, there are cases where the state is controlled to a low probability state after the end of the jackpot game, and cases where the state is controlled to a high probability state after the end of the jackpot game and then controlled to a low probability state due to the establishment of a predetermined control condition. Therefore, when the state is controlled to a low probability state after the end of the jackpot game and when the state is controlled to a high probability state, the special game controlled to a low probability state after the end of the jackpot game is different, and the number of special games played between the end of the jackpot game and the control to the second high base state is different (900 times, 1020 times).

[0194] In this embodiment, the special number of times corresponds to the first specified number of times. In this embodiment, the first upper limit number of times corresponds to the third specified number of times and the specific upper limit number of times. In addition, as the first upper limit number of times, "120" corresponds to the first specific number of times, "500" corresponds to the second specific number of times, and "100" corresponds to the third specific number of times. In this embodiment, the second upper limit number of times corresponds to the second specified number of times and the second number of times. In addition, in this embodiment, the number of times the special game is executed from the end of the jackpot game until it is controlled to the second high base state corresponds to the first number of times. In addition, in this embodiment, when it is controlled to the high probability state after the end of the jackpot game, the condition that is established by the first number of times of the special game being executed without a jackpot after the end of the jackpot game corresponds to the special condition.

[0195] In this embodiment, various effects can be executed by the effect display device 27. The various effects include a break-in effect, a final effect, a count effect, a count precursor effect, and a look-ahead effect.

[0196] In this embodiment, the entry performance is an effect that is executed when the game is controlled to a high base state. The entry performance is an effect in which an introduction performance, a mode notification performance, and a first right hit notification performance are executed in sequence. The introduction performance is, for example, a performance in which a castle gate closes, and it is possible to identify that the execution of the entry performance has begun. The mode notification performance is an effect in which the controlled performance mode is identified, and a character image and a background image corresponding to the controlled performance mode are displayed. The first right hit notification performance is an notification performance in which it is possible to identify that the game ball will flow down to the right side of the game area 21 during the execution of the entry performance.

[0197] In addition, in this embodiment, the entry performance includes a first entry performance and a second entry performance. The first entry performance is a performance executed when controlled to the first high base state, and is a performance that can be identified as being controlled to the high base state. On the other hand, the second entry performance is a performance executed when controlled to the second high base state, and is a performance that can be identified as being controlled to the high base state. The first entry performance and the second entry performance are performances executed in a similar performance manner.

[0198] In this embodiment, the final effect is an effect executed during the execution of the last special game controlled in the first high base state, and is an effect executed when the variation patterns HP31, HP32 are determined.

[0199] The count effect is an effect related to the number of times a special game is executed after the end of a jackpot game and after a change in the game state. In particular, the count effect includes a first count effect that counts the remaining number of times a special game that can be executed in a high base state (first high base state and second high base state) can be executed, and a second count effect that counts the number of times a special game is executed after being controlled to a low probability state in a low base state. In addition, the count effect is executed in a performance mode in which a character image imitating a character takes an action as information on the number of times a special game is executed is updated. The action of the character image includes multiple types of actions, a first performance mode in which a normal action is executed and a second performance mode in which a special action is executed, and the second performance mode has a higher expectation of a jackpot for the special game whose execution is pending than the first performance mode.

[0200] The count premonition effect is an indication that the second count effect will be executed. Also, when the number of times the special game has been executed since being controlled to the low probability state reaches the special number, the state is controlled to the second high base state. In view of this, the count premonition effect is an indication that the second count effect will be executed, which is related to the number of times the special game has been executed until being controlled to the high base state (second high base state), before being controlled to the second high base state, and can also be said to be an indication that the second count effect is executed, which is related to the number of times the special game has been executed until being controlled to the high base state (second high base state), before being controlled to the second high base state.

[0201] The look-ahead effect is an effect that can identify the jackpot expectancy of the special game whose execution is on hold. There are a first look-ahead effect and a second look-ahead effect. The first look-ahead effect is an effect that indicates the jackpot expectancy of the special game whose execution is on hold by the display mode of the reserved image displayed on the effect display device 27, and is a common effect that is executed in the same performance mode in both the first high base state and the second high base state. On the other hand, the second look-ahead effect is an effect in which the number of times the special game is executed is updated in the first count performance in the first high base state, and in response to the update, the character image is displayed in a second performance mode that is different from the first performance mode, and is a dedicated effect that is not executed in the low base state and the second high base state, but is executed in the first high base state.

[0202] In addition, in this embodiment, a right-hit notification effect can be executed, which can specify that the game ball is caused to flow down to the right side of the game area 21. The right-hit notification effect includes a first right-hit notification effect that can be executed during the execution of a break-in effect, and a second right-hit notification effect that can be executed during a jackpot game or in a high base state. The first right-hit notification effect is an effect in which a right-hit image is displayed in a larger size than the second right-hit notification effect.

[0203] Here, a specific example of the presentation mode of each type of presentation will be described with reference to Figs. As shown in FIG. 13(a), in the display area 27r of the effect display device 27, a special game is being executed in a low base state, and the effect symbols are displayed in a variable manner. In this case, the first special reserved number is "3", and reserved images corresponding to the three first special games whose execution is reserved are displayed. In addition, the device is controlled to the effect mode MA, and character images and background images corresponding to the effect mode MA are displayed. Then, as shown in FIG. 13(b), the effect symbols in the left and right columns are displayed as a reach pattern combination, and then the big win pattern combination is displayed as a fixed stop, and the special game ends.

[0204] As shown in FIG. 13(c), when a jackpot game is awarded, a jackpot performance is executed. In this case, a second right-hit notification performance that can specify that the game ball will flow down to the right side of the game area 21 is executed. Then, as shown in FIG. 13(d), when an ending time starts during a jackpot game, a first entry performance is executed. In the first entry performance, after an introduction performance is executed, a mode notification performance that can specify that the game will transition to the performance mode MB is executed. Next, as shown in FIG. 13(e), in the first entry performance, after a mode notification performance is executed, a first right-hit notification performance that can specify that the game ball will flow down to the right side of the game area 21 is executed.

[0205] As shown in Fig. 13(f), when the big win game ends, the game is controlled to the first high base state and the presentation mode MB, and a character image and a background image corresponding to the presentation mode MB are displayed. Then, a second right-hit notification presentation that can specify that the game ball is caused to flow down to the right side of the game area 21 is executed. In addition, a first count presentation is executed that displays the remaining number of times that the special game that can be controlled to continue in the high base state (first high base state) is executed.

[0206] As shown in FIG. 13(g), the execution of the special game is started, and the effect symbols are displayed in a variable manner. In this case, the first special reserved number is "2", and reserved images corresponding to each of the two first special games whose execution is reserved are displayed. Also, a character image is displayed. Then, as shown in FIG. 13(h), the effect symbols are displayed as a fixed stop with a losing pattern combination, and the special game ends. In this case, the character image performs a normal action, and the remaining number of times that the special game that can be controlled to continue in the high base state is updated. Also, in response to four or more game balls entering the second starting hole 29, the second special reserved number is "4", and reserved images corresponding to each of the four second special games whose execution is reserved are displayed.

[0207] As shown in FIG. 14(a), the execution of the next special game is started, and the effect symbols are displayed in a variable manner. In this case, the second special reserved number is "3", and reserved images corresponding to each of the three second special games whose execution is reserved are displayed. Then, as shown in FIG. 14(b), the effect symbols are displayed as a fixed stop with a losing pattern combination, and the special game ends. In this case, in response to one or more game balls entering the second starting hole 29, the second special reserved number is "4", and reserved images corresponding to each of the four second special games whose execution is reserved are displayed. In addition, the character image may take a special action, and the remaining number of executions of the special game that can be controlled to continue in the high base state may be updated. In this way, as the remaining number of executions of the special game that can be controlled to continue in the high base state is updated, the first count effect in which the character image takes a special action is executed as a second pre-reading effect that can specify the jackpot expectation of the special game whose execution is reserved.

[0208] As shown in FIG. 14(c), the execution of the next special game is started, and the effect symbols are displayed in a variable manner. In this case, the second special reserved number is "3", and reserved images corresponding to each of the three reserved second special games are displayed. Then, as shown in FIG. 14(d), the effect symbols of the left and right columns are temporarily stopped and displayed as a reach pattern combination, and then, as shown in FIG. 14(e), the effect symbols are displayed as a miss pattern combination, and the special game ends. In this way, the second look-ahead effect is executed, and although the reach effect is executed, it does not result in a jackpot. In addition, in this case, the character image performs a normal action, and the remaining number of executions of the special game that can be controlled to continue in the high base state is updated. In addition, in response to four or more game balls entering the second starting hole 29, the second special reserved number is "4", and reserved images corresponding to each of the four reserved second special games are displayed.

[0209] As shown in FIG. 14(f), the execution of the next special game is started, and the effect symbols are displayed in a variable manner. In this case, the second special reserved number is "3", and reserved images corresponding to the three second special games whose execution is reserved are displayed. Then, as shown in FIG. 14(g), in response to the entry of a game ball into the second starting hole 29, the second special reserved number becomes "4", and reserved images corresponding to the four second special games whose execution is reserved are displayed. In particular, in this case, the reserved image corresponding to the fourth second special game is displayed in red. In this way, the first pre-reading effect that can identify that the fourth second special game has a high expectation of a big win is executed. Then, the effect symbols are displayed as a fixed stop with a losing symbol combination, and the special game ends.

[0210] Then, as shown in FIG. 14(h), the reserved image displayed in red becomes the reserved image corresponding to the first special game by executing multiple special games, and as shown in FIG. 15(a), the execution of the special game corresponding to the reserved image displayed in red is started, and the effect symbols are displayed in a variable manner. In this case, the second special reserved number is "3", and the reserved images corresponding to each of the three second special games whose execution is suspended are displayed. Then, as shown in FIG. 15(b), the effect symbols of the left and right columns are temporarily stopped and displayed as a reach pattern combination, and then, as shown in FIG. 15(c), the effect symbols are fixed and displayed as a jackpot pattern combination, and the special game ends. In this way, the first look-ahead effect is executed, and after the reach effect is executed, a jackpot is obtained.

[0211] Also, as shown in FIG. 15(d), when the special game ends in a state controlled to the first high base state and controlled to the presentation mode MB, the character image may take a normal action, and the remaining number of times that the special game can be continued to be controlled in the high base state may be updated to one remaining time. As shown in FIG. 15(e), the execution of the next special game is started, and the presentation symbols are displayed in a variable manner. In this case, the second special reservation number is "3", and reserved images corresponding to each of the three second special games whose execution is reserved are displayed. Then, as shown in FIG. 15(f), the last special game controlled to continue to be controlled in the first high base state is executed, and a final presentation such as a text image of "Final Battle" is displayed is executed. Next, as shown in FIG. 15(g), the presentation symbols are displayed as a fixed stop with a losing pattern combination, and the special game ends. In this case, the character image takes a normal action, and the remaining number of times that the special game can be continued to be controlled in the high base state is updated to 0 times. Then, as shown in FIG. 15(h), the execution of the next special game is started, and the presentation symbols are displayed in a variable manner. In this case, it is controlled to a low base state and to the presentation mode MA, and the character image and background image corresponding to the presentation mode MA are displayed, but the first count presentation is reached and the execution of the right-hit notification presentation ends.

[0212] Next, as shown in FIG. 16(a), the game is controlled to a low base state, controlled to the presentation mode MA, and a character image and a background image corresponding to the presentation mode MA are displayed. In this case, a count premonition presentation indicating "G (game) count start premonition" may be executed, and a premonition of the second count presentation regarding the number of times the special game is executed since the game is controlled to the low probability state can be specified. Then, as shown in FIG. 16(b), after a plurality of special games are executed, as shown in FIG. 16(c), the presentation symbols are displayed as a fixed stop with a losing symbol combination, and the special game ends. In this case, a character image is displayed, the character image takes a normal action, and a second count presentation is executed in which the number of times the special game is executed since the game is controlled to the low probability state is displayed. As a result, when the number of times the special game is executed since the game is controlled to the low probability state becomes the special number, it can be specified that the game is controlled to the second high base state. In this embodiment, in the low base state, the second count presentation in which the character image takes a special action is not executed as the number of times the special game is executed is updated, and the second pre-reading notice presentation is not executed.

[0213] As shown in FIG. 16(d), the execution of the next special game is started, and the effect symbols are displayed in a variable manner. In this case, the first special reserved number is "1", and a reserved image corresponding to the first special game whose execution is reserved is displayed. Then, as shown in FIG. 16(e), the effect symbols are displayed as a fixed stop with a losing symbol combination, and the special game ends. In this case, a character image is displayed, and the character image performs a normal action, and a second count effect is executed in which the number of times the special game has been executed since being controlled to the low probability state is displayed.

[0214] Then, as shown in Fig. 16(f), after the special game is executed multiple times, a second count effect is executed in which the number of times the special game has been executed since the control to the low probability state is displayed as 899, and as shown in Fig. 16(g), the effect symbols are displayed as a losing symbol combination and the special game ends. In this case, a character image is displayed, the character image performs a normal action, and a second count effect is executed in which the number of times the special game has been executed since the control to the low probability state is displayed as 900.

[0215] As shown in Fig. 16(h), when the 900th special game is completed after the low probability state, the second entry performance is executed. In the second entry performance, an introduction performance is executed in the same performance manner as the first entry performance, and then a mode notification performance that can be identified as a transition to the performance mode MC is executed. As for this mode notification performance, the second entry performance has a different text image indicating the controlled performance mode compared to the first entry performance, but other images such as the background image are displayed in the same way.

[0216] In addition, even during the execution of the second entry performance, if there is a special game on hold, the execution of the next special game is started, and the performance symbols are displayed in a variable manner. In particular, when the execution of multiple special games is on hold, the second entry performance is executed across the multiple special games on hold. In this case, the first special hold number is "1", and a hold image corresponding to the one first special game on hold is displayed. In addition, even during the execution of the second entry performance, it is controlled by the performance mode MC, and a text image corresponding to the performance mode MC is displayed.

[0217] Then, as shown in FIG. 17(a), the performance symbols are displayed as a fixed stop with a losing symbol combination, and the special game ends. As shown in FIG. 17(b), the execution of the next special game starts, and the performance symbols are displayed variably. In this case, the first special reserved number is "0", and the reserved image is not displayed. Then, as shown in FIG. 17(c), the performance symbols are displayed as a fixed stop with a losing symbol combination, and the special game ends. Next, as shown in FIG. 17(d), in the second entry performance, after the mode notification performance is executed, the first right hit notification performance, which can specify that the game ball is caused to flow down to the right side of the game area 21, is executed in the same performance mode as the first entry performance. Then, as shown in FIG. 17(e), when the execution of the second entry performance ends, a character image and the remaining number of executions of the special game that can be controlled to continue in the high base state (second high base state) are displayed.

[0218] As shown in FIG. 17(f), when a game ball enters the second starting hole 29, the execution of the next special game is started, and the effect symbols are displayed in a variable manner. In this case, as shown in FIG. 17(g), in the second high base state, in response to the entry of a game ball into the second starting hole 29, a first look-ahead effect can be executed in which the reserved image is displayed in any of blue, green, red, and rainbow colors. Then, as shown in FIG. 17(h), the effect symbols are displayed as a fixed stop with a losing pattern combination, and the special game ends. In this case, the character image performs a normal action, and the remaining number of executions of the special game that can be controlled to continue in the high base state is updated. In this embodiment, the second look-ahead effect is not executed in the second high base state. In this way, the first look-ahead effect is a common effect that is executed in the same effect mode in both the first high base state and the second high base state, while the second look-ahead effect is a dedicated effect that is not executed in the second high base state, but is executed in the first high base state.

[0219] Here, the look-ahead command setting process executed by the main control CPU 40a will be described with reference to Fig. 18. This look-ahead command setting process is a process for setting a look-ahead command as information specified by the result of referring to various random numbers. In addition, the look-ahead command setting process is a process that is executed immediately after the end of the special symbol input process when the reservation condition is established, and is not executed when a game ball enters the second start hole 29 when the second special reservation number is at the upper limit.

[0220] First, as shown in Fig. 18, the main control CPU40a judges whether or not a regulating condition is satisfied when the base state is low, or when the base state is high but the reservation condition for the first special game is satisfied (step S101). If the regulating condition is satisfied, the main control CPU40a ends the read-ahead command setting process without executing steps S102 and S103. If the regulating condition is not satisfied, the main control CPU40a proceeds to step S102.

[0221] In step S102, the main control CPU 40a refers to various random numbers acquired in association with the ball entering the second starting hole 29. Then, the main control CPU 40a sets a look-ahead command in the main control RAM 40c based on the reference result (step S103), and ends the look-ahead command setting process.

[0222] More specifically, the main control CPU 40a determines the second special reserved number when a ball enters the second starting hole 29. The main control CPU 40a also reads the value of the random number used in the jackpot lottery acquired with the ball entering the second starting hole 29, and determines whether the value matches the jackpot determination value. In particular, the main control CPU 40a determines whether the value of the random number used in the jackpot lottery matches the common jackpot determination value among the jackpot determination values, matches the jackpot determination value dedicated to high probability, or does not match the jackpot determination value. In other words, the main control CPU 40a determines whether the value of the random number used in the jackpot lottery matches the jackpot determination value regardless of whether the state is high probability or not, matches the jackpot determination value only when the state is high probability, or does not match the jackpot determination value regardless of whether the state is high probability or not.

[0223] In addition, the main control CPU 40a reads out the value of the random number for special pattern allocation obtained when the ball enters the second starting hole 29, and based on the read out value, identifies the jackpot pattern (type of jackpot) in the event of a jackpot.

[0224] In addition, the main control CPU 40a reads the value of the random number used to determine the variation pattern acquired with the ball entering the second starting hole 29, and determines whether the variation pattern will be one in which a reach state is formed in the case of a miss based on the read value. In this embodiment, regardless of the first special reserved number and the second special reserved number, whether a reach state is formed is determined until the execution of the special game is started.

[0225] Then, the main control CPU 40a determines a look-ahead command corresponding to the result thus specified. Specifically, the look-ahead command is a command that can specify whether or not the current special reserved number, whether or not the jackpot lottery will be won depending on whether or not it is in a high probability state, the type of jackpot in the case of a jackpot, and whether or not a fluctuation pattern that forms a reach state in the case of a miss will be determined.

[0226] In this way, the main control CPU 40a generates a look-ahead command that can at least specify whether the special game corresponding to the ball entry will be a jackpot before the start of the special game based on the ball entry, triggered by the entry of the ball into the second starting hole 29. Such a look-ahead command is information that can specify the current special reserved number, whether or not a jackpot will be entered, the type of jackpot, and whether or not a miss reach will occur, and can be said to be information that can specify whether or not the jackpot lottery will be won in a high probability state.

[0227] Then, the main control CPU 40a sets the generated read-ahead command in the output buffer. Note that in this embodiment, when the read-ahead command is output, a hold designation command is output before the read-ahead command.

[0228] On the other hand, when the sub-control CPU 41a inputs a look-ahead command and a hold command, the sub-control CPU 41a identifies the special hold number from the look-ahead command and stores the look-ahead command in the sub-control RAM 41c in accordance with the special hold number. In particular, the sub-control CPU 41a can identify the input order of the look-ahead commands by the look-ahead commands.

[0229] Next, the first read-ahead performance determination process executed by the sub-control CPU 41a will be described with reference to Fig. 19. The first read-ahead performance determination process is a process that is called at every predetermined cycle.

[0230] As shown in FIG. 19, the sub-control CPU41a judges whether the look-ahead command and the reserved command have been input (step S201). If it is judged that the look-ahead command and the reserved command have not been input, the sub-control CPU41a ends the first look-ahead performance determination process. On the other hand, if it is judged that the look-ahead command and the reserved command have been input, the sub-control CPU41a proceeds to step S202.

[0231] Next, in step S202, the sub-control CPU 41a judges whether the restriction condition of the first look-ahead performance is satisfied. The sub-control CPU 41a reads a value from an execution flag assigned to the sub-control RAM 41c, and judges whether the restriction condition of the first look-ahead performance is satisfied based on the value. This execution flag is set as valid when the execution of the look-ahead performance (the first look-ahead performance or the second look-ahead performance) is decided, and is set as invalid when the execution of the look-ahead performance is completed.

[0232] If it is determined that the restriction condition for the first look-ahead performance is satisfied, the sub-control CPU41a ends the first look-ahead performance determination process. On the other hand, if it is determined that the restriction condition for the first look-ahead performance is not satisfied, the sub-control CPU41a proceeds to step S203.

[0233] Next, in step S203, the sub-control CPU41a determines whether the state is a high base state (first high base state or second high base state) based on the information set in the sub-base state flag. If it is determined to be a low base state, the sub-control CPU41a ends the first look-ahead performance determination process. On the other hand, if it is determined to be a high base state, the sub-control CPU41a proceeds to step S204.

[0234] Next, in step S204, the sub-control CPU41a executes a first look-ahead performance lottery process for performing a first look-ahead performance lottery for determining whether or not to execute the first look-ahead performance, and determines whether or not the first look-ahead performance lottery has been won (step S205). When the input look-ahead command is a look-ahead command that results in a jackpot, the first look-ahead performance lottery has a higher probability of winning than when the input look-ahead command is a look-ahead command that does not result in a jackpot. For this reason, the first look-ahead performance can be said to be a performance that can specify the jackpot expectation rate of the special game whose execution has been suspended becoming a jackpot. When it is determined that the first look-ahead performance lottery has not been won, the sub-control CPU41a ends the first look-ahead performance determination process. On the other hand, when it is determined that the first look-ahead performance lottery has been won, the sub-control CPU41a proceeds to step S206. In this way, the sub-control CPU41a determines whether or not to execute the first look-ahead performance indicating the jackpot expectation rate of the special game corresponding to the look-ahead command, based on the look-ahead command.

[0235] Next, in step S206, the sub-control CPU41a determines the mode of the first look-ahead performance based on the input look-ahead command, sets information indicating the determination result in the sub-control RAM41c (step S207), and ends the first look-ahead performance determination process. In this process, the sub-control CPU41a determines the type of display mode of the reserved image based on the input look-ahead command so that the display color of the reserved image increases in the order of blue, green, red, and rainbow, other than white, in order of the probability of winning. In this way, the sub-control CPU41a determines the performance content of the first look-ahead performance.

[0236] In a process separate from the first look-ahead performance determination process, the sub-control CPU 41a reads information indicating the determination result from the sub-control RAM 41c, and based on that information, controls the performance display device 27 to display the pending image in the determined display mode and execute the first look-ahead performance. In this way, the performance display device 27 executes the first look-ahead performance in the same way in both the first high base state and the second high base state. In this way, in this embodiment, the first look-ahead performance is a common performance that can be executed in both the first high base state and the second high base state.

[0237] In this embodiment, the first high base state is controlled to the presentation mode MB, while the second high base state is controlled to the presentation mode MC, and although the character images corresponding to the presentation modes are different, the same background images corresponding to the presentation modes are used. Therefore, the presentation that displays the background image corresponding to the presentation mode can also be said to be a common presentation in which the display mode of the background image is common in both the first high base state and the second high base state.

[0238] Next, the first count effect determination process executed by the sub-control CPU 41a will be described with reference to Fig. 20. The first count effect determination process is a process that is called at every predetermined cycle.

[0239] As shown in FIG. 20, in step S211, the sub-control CPU41a judges whether the state is a high base state (first high base state or second high base state) based on the information set in the sub-base state flag. If it is judged to be a low base state, the sub-control CPU41a ends the first count performance determination process. On the other hand, if it is judged to be a high base state, the sub-control CPU41a proceeds to step S222.

[0240] In step S222, the sub-control CPU41a judges whether the first update condition is satisfied. In this embodiment, the first update condition is an execution condition for the first count effect, and is satisfied after the sub-high base number counter is updated in response to the input of a game end command. If it is determined that the first update condition is not satisfied, the sub-control CPU41a ends the first count effect determination process. On the other hand, if it is determined that the first update condition is satisfied, the sub-control CPU41a proceeds to step S223.

[0241] In step S223, the sub-control CPU 41a judges whether the restriction condition of the second look-ahead performance is satisfied. The sub-control CPU 41a reads a value from an execution flag assigned to the sub-control RAM 41c, and judges whether the restriction condition of the second look-ahead performance is satisfied based on the value. This execution flag is set as valid when the execution of the look-ahead performance (the first look-ahead performance or the second look-ahead performance) is determined, and is set as invalid when the execution of the look-ahead performance is completed.

[0242] If it is determined that the restriction condition for the second look-ahead performance is satisfied, the sub-control CPU41a proceeds to step S228 without executing steps S224 to S227. On the other hand, if it is determined that the restriction condition for the second look-ahead performance is not satisfied, the sub-control CPU41a proceeds to step S224.

[0243] Next, in step S224, the sub-control CPU 41a determines whether the first high base state is present based on the information set in the sub-base state flag. If it is determined to be the low base state or the second high base state, the sub-control CPU 41a proceeds to step S228 without executing steps S225 to S227. On the other hand, if it is determined to be the first high base state, the sub-control CPU 41a proceeds to step S225.

[0244] Next, in step S225, the sub-control CPU41a executes a second look-ahead performance lottery process to perform a second look-ahead performance lottery to determine whether or not to execute the second look-ahead performance, and determines whether or not the second look-ahead performance lottery has been won (step S226). If the input look-ahead command is a look-ahead command that results in a jackpot, the second look-ahead performance lottery has a higher probability of winning than if the input look-ahead command is a look-ahead command that does not result in a jackpot. For this reason, the second look-ahead performance can be said to be a performance that can specify the jackpot expectation rate of the special game whose execution has been suspended becoming a jackpot. If it is determined that the second look-ahead performance lottery has not been won, the sub-control CPU41a proceeds to step S228 without executing step S227. In this way, the sub-control CPU41a determines whether or not to execute the second look-ahead performance indicating the jackpot expectation rate of the special game corresponding to the look-ahead command, based on the look-ahead command.

[0245] In step S227, the sub-control CPU 41a changes the content of the first count effect to the look-ahead effect content, and proceeds to step S228. In this embodiment, the look-ahead effect content is the first count effect in which the character image takes a special action. In this process, the sub-control CPU 41a changes the content of the first count effect from the first count effect in which the character image takes a normal action to the first count effect in which the character image takes a special action.

[0246] In step S228, the sub-control CPU 41a sets information indicating the effect contents in the sub-control RAM 41c and ends the first count effect determination process. In detail, the sub-control CPU 41a specifies the remaining number of times that the special game can be continued and controlled in the high base state based on the information set in the updated sub-high base number counter, and sets it in the sub-control RAM 41c. Then, when the sub-control CPU 41a wins the second pre-reading effect lottery in the first high base state, it sets the effect contents in which the character image takes a special action, while in other cases it sets the effect contents in which the character image takes a normal action.

[0247] In a process separate from the first count effect determination process, the sub-control CPU 41a reads information indicating the determination result from the sub-control RAM 41c, and controls the effect display device 27 to execute the first count effect in the determined effect mode based on the information. In detail, the sub-control CPU 41a updates the remaining number of executions by displaying an image that can specify the remaining number of executions of the special game that can be controlled continuously in the high base state, and executes the first count effect with the effect content in which the character image takes a normal action or a special action in accordance with the update of the remaining number of executions.

[0248] Next, the second count effect determination process executed by the sub-control CPU 41a will be described with reference to Fig. 21. The second count effect determination process is a process that is called at every predetermined cycle.

[0249] As shown in FIG. 21, in step S231, the sub-control CPU41a judges whether the state is a low probability state based on the information set in the sub-probability state flag. If it is judged that the state is not a low probability state, the sub-control CPU41a ends the second count performance determination process. On the other hand, if it is judged that the state is a low probability state, the sub-control CPU41a proceeds to step S232.

[0250] In step S232, the sub-control CPU41a judges whether the state is a low base state. Based on the information set in the sub-base state flag, it judges whether the state is a low base state. If it is judged to be a high base state, the sub-control CPU41a ends the second count performance determination process. On the other hand, if it is judged to be a low base state, the sub-control CPU41a proceeds to step S233.

[0251] In step S233, the sub-control CPU41a judges whether the count premonition effect execution condition is satisfied. In this embodiment, the count premonition effect execution condition is an execution condition of the count premonition effect, and is satisfied with a predetermined probability after the sub-low probability count counter is updated to "100", "150", or "200" upon input of the game end command. This predetermined probability is higher when the sub-low probability count counter is "150" than when it is "200", and is higher when the sub-low probability count counter is "100" than when it is "150". In other words, in this embodiment, the count premonition effect execution condition can be satisfied when the 700th, 750th, or 800th special game executed after the control to the low probability state is completed. If it is judged that the count premonition effect execution condition is not satisfied, the sub-control CPU41a proceeds to step S235 without executing step S234. On the other hand, if it is determined that the count premonition effect execution condition is met, the sub-control CPU 41a proceeds to step S234.

[0252] In step S234, the sub-control CPU 41a sets information indicating the effect content of the count premonition effect in the sub-control RAM 41c, and proceeds to step S235. In step S235, the sub-control CPU41a judges whether the second count effect execution condition has been met. In this embodiment, the second count effect execution condition is an execution condition for the second count effect, and is met after the sub low probability number counter is updated to "50" to "0" upon input of a game end command. That is, in this embodiment, the second count effect execution condition is met when the execution of the 850th to 900th special game is completed after control to the low probability state. The sub-control CPU41a judges that the second count effect execution condition has been met. If it is judged that the second count effect execution condition has not been met, the sub-control CPU41a ends the second count effect determination process without executing step S236. On the other hand, if it is judged that the second count effect execution condition has been met, the sub-control CPU41a proceeds to step S236.

[0253] In step S236, the sub-control CPU 41a sets information indicating the content of the second count effect in the sub-control RAM 41c, and ends the second count effect determination process. In this case, the sub-control CPU 41a does not set the content of the effect in which the character image performs a special action, but sets the content of the effect in which the character image performs a normal action.

[0254] In a process separate from the second count performance determination process, the sub-control CPU 41a reads information indicating the determination result from the sub-control RAM 41c, and based on that information, controls the performance display device 27 to execute the count premonition performance in the determined performance mode.

[0255] In addition, in a process separate from the second count effect determination process, the sub-control CPU 41a reads information indicating the determination result from the sub-control RAM 41c, and controls the effect display device 27 to execute the second count effect in the determined effect mode based on the information. In detail, the sub-control CPU 41a updates the number of times the special game has been executed after the control was made to the low probability state by displaying an image that can specify the number of times the special game has been executed, and executes the second count effect with the effect content in which the character image takes a normal action in accordance with the update of the number of times the game has been executed.

[0256] In this way, the effect display device 27 can execute a count effect capable of specifying information regarding the number of times of executing a special game after the end of a big win game and after a change in the game state. Specifically, in the special game in the first high base state, the effect display device 27 executes a first count effect capable of specifying the remaining number of times of executing the special game from after being controlled to the first high base state (after the end of the big win game) until the control of the first high base state ends. In the special game in the second high base state, the effect display device 27 executes a first count effect capable of specifying the remaining number of times of executing the special game from after being controlled to the second high base state until the control of the second high base state ends. On the other hand, in at least some of the special games in the low base state, the effect display device 27 executes a second count effect capable of specifying the number of times of executing the special game from after being controlled to the low probability state. In particular, the second count effect is an effect capable of specifying the remaining number of times of executing the special game (the difference from the special number of times) from after being controlled to the low probability state until being controlled to the second high base state before being controlled to the second high base state, and can also be said to be an effect capable of specifying information regarding the period from after being controlled to the low probability state until being controlled to the second high base state.

[0257] Also, the count effect can update information regarding the number of times of executing the special game when the execution of the special game ends, and can also be said to be an effect executed in different effect modes when the period until the control to the high base state ends and when the period until the control to the second high base state ends are the first period and the second period, respectively. And the count effect may be executed in the first effect mode or the second effect mode among a plurality of types of effect modes as the information regarding the number of times of executing the special game is updated. In particular, when the number of times of executing the special game after the end of the big win game and after the change in the game state is the same, the count effect has a higher big win expectancy for the special game whose execution is pending when executed in the second effect mode among the plurality of types of effect modes than when executed in the first effect mode among the plurality of types of effect modes.

[0258] Furthermore, the effect display device 27 executes a count premonition effect related to being controlled to the high base state (second high base state) before being controlled to the second high base state. The count premonition effect can be executed in both the first special period when the 700th special game is executed and the second special period when the 800th special game is executed after being controlled to the low probability state during the period before being controlled to the second high base state, and is executed with different probabilities in the first special period and the second special period.

[0259] In addition, the effect display device 27 is controlled to the effect mode MB both when it is controlled to the low probability state and when it is controlled to the high probability state after the end of the jackpot game, and therefore displays the background image in the same effect mode. In addition, the effect display device 27 is controlled to the effect mode MA when it is controlled from the first high base state to the low base state both when it is controlled to the low probability state and when it is controlled to the high probability state after the end of the jackpot game, and therefore displays the background image in the same effect mode. In this way, when the background image is displayed in the same effect mode, it is not possible to specify whether it has been controlled to the low probability state or the high probability state after the end of the jackpot game from the effect mode of the background image, and the count premonition effect and the second count effect are executed, so that the expectation of being controlled to the second high base state can be further raised. In this embodiment, the display period of such a background image is a specific period, and the display effect of the background image corresponds to the probability state common effect.

[0260] Next, a final performance control process executed by the sub-control CPU 41a will be described. The final performance control process is called at predetermined intervals. The sub-control CPU 41a controls the performance display device 27 to execute the final performance when the variation pattern designated by the game start command is the variation pattern HP31 or HP32, and ends the final performance control process. In this way, the performance display device 27 executes the final performance when the variation pattern HP31 or HP32 is determined.

[0261] Next, the first entry performance control process executed by the sub-control CPU 41a will be described. The first entry performance control process is a process that is called at every predetermined cycle. The sub-control CPU 41a performs control to execute the first entry performance in response to the input of the ending command, and ends the first entry performance control process. As a result, when the performance display device 27 is controlled to the first high base state after the end of the jackpot game, it executes the first entry performance that can be specified to be controlled to the high base state from the timing during the jackpot game. In this embodiment, the first entry performance is a performance that is executed over the ending time, and is a performance whose execution is not restricted during the performance time.

[0262] Next, the second entry performance control process executed by the sub-control CPU 41a will be described with reference to Fig. 22. The second entry performance control process is a process that is called at every predetermined cycle. As shown in FIG. 22, the sub-control CPU41a judges whether the second high base state command has been input (step S241). If it is judged that the second high base state command has not been input, the sub-control CPU41a proceeds to step S243 without executing step S242. On the other hand, if it is judged that the second high base state command has been input, the sub-control CPU41a executes a second entry performance start process to start the execution of the second entry performance (step S242) and proceeds to step S243. In this embodiment, the second high base state command is a command output from the main control CPU40a when the second high base state is controlled upon the completion of the execution of a special number of special games after being controlled to the low probability state. In other words, the sub-control CPU41a starts the execution of the second entry performance upon the completion of the execution of a special number of special games after being controlled to the low probability state.

[0263] In step S243, the sub-control CPU41a judges whether the second entry performance is being executed. If it is judged that the second entry performance is not being executed, the sub-control CPU41a ends the second entry performance control process without executing steps S244 and S245. If it is judged that the second entry performance is being executed, the sub-control CPU41a proceeds to step S244.

[0264] In step S244, the sub-control CPU41a judges whether the restriction condition for the second entry performance is satisfied. In this embodiment, the restriction condition for the second entry performance is satisfied when the input of the game start command triggers the fluctuation pattern specified by the game start command to be a jackpot fluctuation pattern. If it is judged that the restriction condition for the second entry performance is not satisfied, the sub-control CPU41a ends the second entry performance control process without executing step S245. If it is judged that the restriction condition for the second entry performance is satisfied, the sub-control CPU41a ends the execution of the second entry performance midway, executes the second entry performance restriction process that restricts the execution of the second entry performance (step S245), and ends the second entry performance control process.

[0265] Here, the execution timing of the entry effect will be described with reference to FIG. As shown in FIG. 23(a), when the first entry performance is executed, the execution of the first entry performance starts when the ending time starts at the timing shown by the code T11, and the execution of the introduction performance as the first entry performance starts. Then, the execution of the introduction performance ends at the timing shown by the code T12, and the execution of the mode notification performance that can specify that the performance mode is controlled to MB starts. Next, the execution of the mode notification performance ends at the timing shown by the code T13, and the execution of the first right hit notification performance starts. Then, when the ending time ends at the timing shown by the code T14, the execution of the second entry performance ends, and if the execution of the special game is on hold, the execution of the special game starts, and the second right hit notification performance is executed.

[0266] Next, as shown in Fig. 23(b), when the second entry performance is executed, at the timing shown by the symbol T21, when the special game of the special number of times ends after being controlled to the low probability state, it is controlled to the second high base state, the variable interval time of the special game starts, the execution of the second entry performance starts, and the execution of the introduction performance as the second entry performance starts. The introduction performance as the second entry performance has the same performance time and the same performance content as the introduction performance as the first entry performance.

[0267] Also, during the execution of the second entry effect, when the execution of the special game is suspended, the execution of the special game is started. Therefore, when the variable interval time ends at the timing shown by the symbol T22, when the execution of the special game is suspended, the execution of the special game is started. Also, when the special game ends at the timing shown by the symbol T23, the variable interval time starts, and when the variable interval time ends at the timing shown by the symbol T24, when the execution of the special game is suspended, the execution of the special game is started. Similarly, when the special game ends at the timing shown by the symbol T25, the variable interval time starts, and when the variable interval time ends at the timing shown by the symbol T26, when the execution of the special game is suspended, the execution of the special game is started, and when the special game ends at the timing shown by the symbol T27. In this way, when the effect display device 27 is controlled to the second high base state, it is possible to execute the second entry effect that can be specified to be controlled to the high base state across multiple special games from a predetermined timing after the execution of the special number of special games is ended.

[0268] Then, at the timing shown by the symbol T24, the execution of the introduction effect ends, and the execution of the mode notification effect that can specify that the effect mode MC is controlled is started. The mode notification effect as the second entry effect has the same effect time as the mode notification effect as the first entry effect, and the character image indicating the effect mode is different, but the other images have the same effect content. Next, at the timing shown by the symbol T31, the execution of the mode notification effect ends, and the execution of the first right hit notification effect starts. The first right hit notification effect as the second entry effect has the same effect time as the first right hit notification effect as the first entry effect, and the same effect content. Then, at the timing shown by the symbol T33, the execution of the second entry effect ends. The second entry effect has the same effect time as the first entry effect, and the character image indicating the effect mode is different, but the other images have the same effect content. In other words, the entry effect has the same upper limit time of the effect time when controlled to the first high base state and when controlled to the second high base state, and at least a part of the effect mode, such as the display mode of the background image corresponding to the effect mode, is the same effect.

[0269] In addition, when the special game ends at the timing shown by the symbol T31, the variable interval time starts, and when the variable interval time ends at the timing shown by the symbol T32, if the execution of the special game is on hold, the execution of the special game starts. When the special game ends at the timing shown by the symbol T33, the variable interval time starts, and when the variable interval time ends at the timing shown by the symbol T34, if the execution of the special game is on hold, the execution of the special game starts. In addition, when the execution of the second entry effect ends, the second right hit notification effect is executed.

[0270] In this embodiment, as shown in FIG. 23(c), when the execution of the special game is not suspended at the timing shown by the symbol T22, the execution of the special game is not started and the game is controlled to a standby state. Even in this case, the second entry performance is continuously executed without interruption. In this way, the second entry performance is an effect that can be executed even in a standby state where the special game is not executed and a big win game is not awarded.

[0271] Also, in this embodiment, as shown in FIG. 23(d), at the timing shown by symbol T22, the execution of the first special game is started after being controlled to the second high base state, but when that special game results in a jackpot, the regulating condition for the second entry performance is met, and the execution of the second entry performance is terminated halfway.

[0272] 23(e), at the timing indicated by the symbol T22, the first special game is started after the control to the second high base state, but if the special game is a miss, the restriction condition for the second entry effect is not met and the second entry effect continues to be executed. Then, at the timing indicated by the symbol T24, the execution of not the first special game after the control to the second high base state but a subsequent special game is started, but if the special game is a jackpot, the restriction condition for the second entry effect is met and the execution of the second entry effect ends midway.

[0273] In this way, when the effect display device 27 is controlled to the second high base state, it is possible to execute a second entry effect that can be specified to be controlled to the high base state across multiple special games from a predetermined timing after the execution of a special number of special games is completed. In particular, the effect display device 27 executes the second entry effect when the restriction condition is not satisfied, while restricting the execution of the second entry effect when the restriction condition is satisfied.

[0274] In addition, the effect display device 27 executes a right-hit notification effect regarding the launch of a game ball during a jackpot game and in the first and second high base states. In particular, during a jackpot game, the second right-hit notification effect is executed, and during the ending time, the first entry effect is executed and the first right-hit notification effect is executed, and when the game is controlled to the first high base state after the jackpot game ends, the second right-hit notification effect is executed. The second right-hit notification effect is executed, and during the ending time, the first entry effect is executed and the first right-hit notification effect is executed, and when the game is controlled to the second high base state after the jackpot game ends, the second entry effect is executed and the second right-hit notification effect is executed in the second high base state, and when the execution of the second entry effect ends, the first right-hit notification effect is executed. In this way, the right hit notification effect (second right hit notification effect) executed in the first high base state and the right hit notification effect (first right hit notification effect and second right hit notification effect) executed in the second high base state are at least partially the same in aspect. On the other hand, the second right hit notification effect executed in the first high base state and the second right hit notification effect executed in the second high base state are at least different in execution start timing, and it can be said that at least some aspects are different.

[0275] In addition, the restriction condition of the second entry performance is established when the special game executed after the execution of the special game of the special number of times is completed in the case of being controlled to the second high base state. In particular, the restriction condition of the second entry performance is established when the first special game among the multiple special games executed after the execution of the special game of the special number of times is completed is a jackpot, or when the first special game is not a jackpot but a special game other than the first is a jackpot. In addition, in this embodiment, the first right hit notification performance can be executed in the second entry performance, but if the special game executed after the execution of the special game of the special number of times is completed is a jackpot and the restriction condition of the second entry performance is established, the execution of the first right hit notification performance itself is restricted. In other words, in the case of being controlled to the second high base state, the first right hit notification performance has a different aspect depending on whether the next or subsequent special game is a jackpot or not.

[0276] In this embodiment, the entry effect executed when controlled to the first high base state corresponds to the predetermined effect, and the entry effect executed when controlled to the second high base state corresponds to the special effect. In this embodiment, the final effect corresponds to the special effect. In this embodiment, the count effect corresponds to the specific effect and the confirmed effect, and the count premonition effect corresponds to the premonition effect. In this embodiment, the right-hit notification effect corresponds to the notification effect. Also, in this embodiment, an arbitrary number of times the special game is executed corresponds to the predetermined number of times, and an arbitrary period until the control to the second high base state corresponds to the predetermined period.

[0277] As described above in detail, this embodiment has the following advantages. (1) When a special game is played a special number of times without resulting in a jackpot after being controlled to a low probability state, the game can be controlled to a second high base state. Even if a jackpot is not won after being controlled to the low probability state, anticipation for the special game being played can be heightened, thereby increasing interest in the game.

[0278] (2) When the special game is executed the second maximum number of times without winning in the second high base state, the game can be controlled to the low base state. Therefore, the number of times the special game is executed in the second high base state can be focused on, and the value of controlling the game to the second high base state can be increased, thereby increasing the interest in the game.

[0279] (3) The special number of times is smaller than the second upper limit number of times. Therefore, the number of times the special game is executed from when the game is controlled to the low probability state until when the game is controlled to the second high base state is smaller than the number of times the special game is executed from when the game is controlled to the second high base state until when the game is controlled to the low base state, which can heighten the expectation of being controlled to the second high base state and increase interest in the game.

[0280] (4) Between the low base state and the second high base state, a sense of fairness can be given in the probability of winning the normal winning lottery. On the other hand, in the second high base state, the total upper limit opening time during which the second starting hole 29 can be in the open state in one normal winning game can be made longer than in the low base state, which can heighten the expectation of being controlled to the second high base state and increase the interest in the game.

[0281] (5) When the game is controlled to the high probability state after the end of a jackpot game, the game is controlled to the low probability state when a predetermined number of special games are executed without a jackpot. The predetermined number of games is the same regardless of the type of jackpot determined. Therefore, regardless of the type of jackpot, when the game is controlled to the high probability state after the end of a jackpot game, a sense of fairness can be given regarding the upper limit number of special games that can be continuously controlled to the high probability state, and interest in the game can be increased.

[0282] (6) When the high probability state is reached after the end of a jackpot game, the low probability state is triggered by the execution of a predetermined number of special games, which is smaller than the special number, without a jackpot. Therefore, even if the high probability state is controlled to the low probability state by the execution of a predetermined number of special games after the end of a jackpot game, the second high base state can be controlled by the execution of a special number of special games after the control to the low probability state. Therefore, the expectation for the second high base state being controlled can be heightened, and interest in the game can be improved.

[0283] (7) After the end of a jackpot game, the game can be controlled to the first high base state, which allows for diversity in the conditions for control to the high base state. Even if a jackpot is not reached after being controlled to the low probability state, anticipation for the special game to be played can be heightened, thereby increasing interest in the game.

[0284] (8) When a jackpot is not reached in the first high base state and a special game with a first upper limit number of times, which is smaller than the special number of times, is played, the game is controlled to the low base state. Therefore, after the jackpot game ends, the game can be controlled to the first high base state, which can heighten the expectation of being controlled to the first high base state and can increase the value of being controlled to the second high base state, thereby improving the interest in the game.

[0285] (9) When controlled to the second high base state, the upper limit of the number of special games that can be continuously controlled in the high base state is greater than when controlled to the first high base state, which heightens the anticipation of being controlled to the second high base state and improves interest in the game.

[0286] (10) The first upper limit number of times that can be controlled to the first high base state after the end of a jackpot game differs depending on whether a jackpot based on the ZC pattern has been determined as the type of jackpot or a jackpot based on a pattern other than the ZC pattern has been determined, making it possible to draw attention to whether a jackpot based on the ZC pattern has been determined as the type of jackpot, thereby increasing interest in the game.

[0287] (11) The first upper limit number of times that can be controlled to the first high base state after the end of the jackpot game differs depending on whether the game state at the time the jackpot lottery is won is a low base state or a high base state, making it possible to draw attention to whether the game state at the time the jackpot lottery is won is a low base state or a high base state, thereby increasing interest in the game.

[0288] (12) The first upper limit number of times that can be controlled to the first high base state after the end of a jackpot game differs depending on whether the state is controlled to a low probability state or a high probability state after the end of a jackpot game, so that the player can pay attention to whether the state is controlled to a low probability state or a high probability state after the end of a jackpot game, thereby increasing interest in the game.

[0289] (13) There are cases where the high probability state and the first high base state are continuously controlled until 120 special games are executed without a jackpot after the end of a jackpot game, and cases where the low probability state and the first high base state are continuously controlled until 500 special games, which is greater than 120, are executed without a jackpot after the end of a jackpot game. Therefore, even if the low probability state and the first high base state, which are less favorable than the high probability state and the first high base state, are controlled to the low probability state and the first high base state with a higher upper limit than when the high probability state and the first high base state are controlled after the end of a jackpot game, it is possible to control to the low probability state and the first high base state with a higher upper limit than when the high probability state and the first high base state are controlled, thereby improving interest in the game.

[0290] (14) The first upper limit number of times of the special game that can be controlled to continue in the first high base state after the end of the jackpot game differs depending on whether the state is controlled to the high base state when the jackpot lottery is won, whether the type of jackpot is determined to be a jackpot based on the ZC pattern, and the game state controlled after the end of the jackpot game. Therefore, it is possible to draw attention to whether the state is controlled to the high base state when the jackpot lottery is won, whether the type of jackpot is determined to be a jackpot based on the ZC pattern, and the game state controlled after the end of the jackpot game, and to increase interest in the game.

[0291] (15) In particular, even when a jackpot type based on the ZC pattern is determined and the game is controlled to the low probability state and the first high base state after the jackpot game ends, the first upper limit number of times of the special game that can be controlled to the low probability state and the high base state differs depending on whether the jackpot lottery was won in the low base state or the high base state. Therefore, when the jackpot lottery is won, attention can be drawn to whether the game is controlled to the high base state, and interest in the game can be improved.

[0292] (16) The number of times (500 times) that the special game can be executed continuously in the low probability state and the first high base state is greater than the reciprocal of the probability of winning the jackpot lottery in the low probability state. Therefore, even if the low probability state and the high base state are continuously controlled until 500 special games are executed without winning the jackpot after the end of the jackpot game, the possibility of winning the jackpot lottery can be increased, and the expectation for winning the jackpot lottery can be heightened, thereby improving the interest in the game.

[0293] (17) The high base state includes a first high base state controlled based on the establishment of a first condition, and a second high base state controlled based on the establishment of a second condition. The first condition is established after the end of a big win game, and the second condition is established when a special game is played a special number of times after being controlled to a low probability state. The normal variable member 30 has different opening modes in a normal win game between the first high base state and the second high base state. Therefore, it is possible to provide diversity to the conditions for controlling to the high base state and the types of high base states, and it is possible to draw attention to the conditions for controlling to the high base state and the types of high base states, and further, it is possible to draw attention to the opening modes in a normal win game, thereby improving the interest in the game.

[0294] (18) The multiple types of opening modes as the opening mode of the normal variable member 30 in the first high base state are different from the single type of opening mode as the opening mode of the normal variable member 30 in the second high base state. Therefore, it is possible to provide diversity to the opening mode of the normal variable member 30 in the first high base state, and by making the opening mode different from that in the second high base state, it is possible to draw attention to whether the state is controlled in the first high base state or the second high base state, thereby increasing interest in the game.

[0295] (19) The multiple types of opening modes as the opening modes of the normal variable member 30 in the first high base state have the same total upper limit opening time during which the second starting hole 29 can be in the open state in one normal winning game. Therefore, it is possible to provide diversity to the opening modes of the normal variable member 30 in the first high base state, and by setting the same total upper limit opening time for the multiple types of opening modes, it is possible to maintain fairness in the entry of game balls into the second starting hole 29, thereby improving the interest in the game.

[0296] (20) The normal winning lottery is a lottery that is won with the same probability in the first high base state and the second high base state, and the fluctuation time of the normal game is the same in the first high base state and the second high base state. Therefore, the probability of winning the normal winning lottery can be made the same in the first high base state and the second high base state, and the fluctuation time of the normal game can be made the same, so that fairness can be maintained in the frequency of execution of the normal winning lottery and the normal game, and interest in the game can be improved.

[0297] (21) The opening state of the normal variable member 30 in the first high base state and the opening state of the normal variable member 30 in the second high base state have different total upper limit opening times during which the second starting hole 29 can be in an open state in one normal winning game. This makes it possible to vary the degree of advantage of the opening state of the normal variable member 30, thereby improving the interest in the game.

[0298] (22) The normal win game granted in the second high base state has a shorter upper limit control time for the normal win game than the normal win game granted in the first high base state. Therefore, the second high base state can increase the possibility of consuming the normal win game faster than the first high base state, and can draw attention to the type of high base state and the upper limit control time for the normal win game, thereby improving interest in the game.

[0299] (23) The opening state of the normal variable member 30 in the second high base state is longer than the opening state of the normal variable member 30 in the first high base state in the total upper limit opening time during which the second starting hole 29 can be in the open state in one normal winning game. Therefore, the degree of advantage regarding the total upper limit opening time can be made different between the first high base state and the second high base state, and attention can be drawn to the type of high base state and the total upper limit opening time, thereby improving interest in the game.

[0300] (24) The second high base state is a gaming state in which the fluctuation time of the special game is more likely to be shorter than that of the first high base state. Therefore, the second high base state can increase the possibility of the special game being played more quickly than the first high base state, and can draw attention to the type of high base state and the fluctuation time of the special game, thereby improving interest in the game.

[0301] (25) The normal win game granted in the first high base state and the normal win game granted in the second high base state have different upper limit numbers of times that the normal variable member 30 can be in the open state in one normal win game, which draws attention to the type of high base state and the upper limit number of times that it can be opened, thereby increasing interest in the game.

[0302] (26) The multiple types of opening modes as the opening mode of the normal variable member 30 in the first high base state are opening modes in which the upper limit number of times that the normal variable member 30 can be in the open state in one normal winning game is multiple. The multiple types of opening modes have the same upper limit number of times that the normal variable member 30 can be in the open state in one normal winning game and the same closing time that the normal variable member 30 can be in the closed state in one normal winning game, and the upper limit opening time that the second starting port 29 can be in the open state once is different. For this reason, in the multiple types of opening modes for the opening mode of the normal variable member 30 in the first high base state, the upper limit number of times that the normal variable member 30 can be in the open state and the closing time are the same, while the upper limit opening time is different, thereby making it possible to provide diversity to the opening mode of the normal variable member 30 and to draw attention to the upper limit opening time, thereby improving interest in the game.

[0303] (27) When the first special game is executed without a jackpot being reached after the end of a jackpot game, the game can be controlled to the second high base state, and even if no jackpot is reached after the end of a jackpot game, anticipation for the special game being executed can be heightened, thereby improving interest in the game.

[0304] (28) In addition, the first number of times differs depending on whether the state is controlled to a low probability state or a high probability state after the end of the jackpot game. This provides an opportunity to guess the first number of times, and also makes the player pay attention to whether the state is controlled to a low probability state or a high probability state after the end of the jackpot game, thereby improving the player's interest in the game.

[0305] (29) While making the player pay attention to whether the game will be controlled to a low probability state or a high probability state after the end of a jackpot game, the game can be controlled to the second high base state with the same second upper limit number of times as the upper limit, thereby increasing interest in the game.

[0306] (30) After controlling to the low base state when the special game is played the second maximum number of times without a jackpot in the second high base state, control to the high base state is not performed when the special game is played the special number of times without a jackpot in the low base state. This allows players to focus on controlling to the second high base state after the jackpot game ends, and increases the value of controlling to the second high base state, thereby improving interest in the game.

[0307] (31) Before being controlled to the second high base state, a count premonition effect related to being controlled to the second high base state is executed. Therefore, by executing the count premonition effect, it is possible to heighten the expectation of being controlled to the second high base state, and to increase the interest in the game.

[0308] (32) Even if the game is controlled to the high probability state after the end of a jackpot game, the game will be controlled to the low probability state when a predetermined control condition is met, triggered by the execution of a predetermined number of special games, and the game can be controlled to the second high base state when a special game is executed a special number of times without a jackpot after being controlled to the low probability state. Therefore, in a situation where it is difficult to identify the special game controlled to the second high base state from the number of special games executed after the end of a jackpot game, the count premonition effect is executed, thereby raising expectations for the game being controlled to the second high base state, and improving interest in the game.

[0309] (33) After the end of the big win game, by controlling to the presentation mode MB, the background image is displayed in the same presentation manner both when controlled to the low probability state and when controlled to the high probability state. Therefore, in a situation where it is impossible to specify whether it is controlled to the low probability state or the high probability state from the presentation manner of the background image and it is difficult to specify the special game controlled to the second high base state, the execution of the count premonition presentation can heighten the expectation of being controlled to the second high base state, and the interest in the game can be improved.

[0310] (34) After the end of a jackpot game, when the state is controlled from the first high base state to the low base state, the presentation mode MA is selected. As a result, the background image is displayed in the same presentation mode both when the state is controlled to the low probability state and when the state is controlled to the high probability state after the end of a jackpot game. Therefore, in a situation where it is impossible to determine whether the state was controlled to the low probability state or the high probability state from the presentation mode of the background image, and it is difficult to determine the special game that is controlled to the second high base state, the execution of the count premonition presentation can heighten expectations for the state being controlled to the second high base state, thereby improving interest in the game.

[0311] (35) The count premonition effect can be executed in both the first special period triggered by the completion of the 700th execution of the special game and the second special period triggered by the completion of the 800th execution of the special game during the period before control to the second high base state, and is executed with different probabilities during the first special period and the second special period. Therefore, the probability of the count premonition effect being executed differs depending on the period before control to the second high base state, making it possible to draw attention to the period before control to the second high base state and to increase interest in the game.

[0312] (36) Before being controlled to the second high base state, a second count effect can be executed to specify the remaining number of times that the special game will be executed before being controlled to the second high base state. Therefore, in order to specify the remaining number of times that the special game will be executed before being controlled to the second high base state, it is possible to heighten expectations for the execution of the second count effect, and to increase interest in the game.

[0313] (37) A count effect is executed that can specify information regarding the number of times a special game is executed at least after the end of a jackpot game and after a change in the game state. In particular, the first count effect executed in the first high base state is an effect executed in any one of a plurality of types of effect modes. Then, when the number of times a special game is executed after the end of a jackpot game and the control is made to the first high base state is the same predetermined number of times, the expectation of a jackpot is higher in the case where the character image performs a special action than in the case where the character image performs a normal action, among the plurality of types of effect modes of the first count effect. Therefore, by executing the first count effect in the first high base state, it is possible to draw attention to information regarding the number of times a special game is executed after the control is made to the first high base state and, even if the information is the same, it is possible to specify that the expectation of a jackpot is higher by executing the first count effect in the effect mode in which the character image performs a special action. Therefore, it is possible to heighten the expectation of the first count effect being executed in the effect mode in which the character image performs a special action in the first high base state, and to improve the interest in the game.

[0314] (38) The count effect is an effect that may be executed in any one of a plurality of types of effect modes in association with the update of the information on the number of times the special game has been executed, triggered by the end of the execution of the special game, and in association with the update of the information on the number of times the special game has been executed, so that it is possible to heighten the expectation that the count effect will be executed in an effect mode in which the character image takes a special action in association with the update of the information on the number of times the special game has been executed, triggered by the end of the execution of the special game, and it is possible to increase the interest in the game.

[0315] (39) In a special game in the high base state, a first count effect is executed that can specify the number of times the special game will be executed until the control of the high base state ends, while in at least some special games in the low base state, a second count effect is executed that can specify the number of times the special game will be executed since control to the low probability state is established. Therefore, whether the number of times the special game will be executed since control to the low probability state is established or the number of times the special game will be executed until control to the high base state ends is established is different, and it is possible to specify information according to whether the game is controlled to the low base state or the high base state, which can increase interest in the game.

[0316] (40) The count effect is executed in a presentation mode that allows identification of information (number of executions or remaining number of executions) related to the special game until the base state changes. The count effect is executed in a presentation mode that allows identification of information related to the special game by updating information related to the special game until the base state changes. Therefore, the execution of the count effect allows identification of information related to the special game until the base state changes, and the information related to the special game is drawn to, and the information related to the special game allows identification of a high probability of a jackpot, which heightens the sense of anticipation for the execution of the count effect and increases interest in the game.

[0317] (41) The count effect is an effect that is executed in any one of a plurality of types of effect modes, and when the information about the special game until the base state changes is the same, the expectation of a jackpot can be specified from the type of effect mode. Therefore, when the count effect is executed, even if the information about the special game until the base state changes is the same, it is possible to specify that the expectation of a jackpot is high from the effect mode of the count effect, and the expectation for the execution of the count effect can be heightened, thereby improving the interest in the game.

[0318] (42) The second high base state is entered when the second condition is satisfied. This makes it possible to identify information about the special game up until the second high base state is entered, thereby heightening expectations for the second high base state and increasing interest in the game.

[0319] (43) The fluctuation pattern is determined based on a predetermined determination condition. The predetermined determination conditions include a first determination condition based on reference to the fluctuation pattern determination tables TA11, TA12, and TA15 in the first high base state, and a second determination condition based on reference to the fluctuation pattern determination table TA21 in the second high base state. Therefore, the fluctuation pattern can be determined based on the determination condition according to the condition for controlling the high base state, and the interest in the game can be improved.

[0320] (44) There are fluctuation patterns that can be determined based on the second determination condition but cannot be determined based on the first determination condition. Therefore, there are fluctuation patterns that can be determined based on the second determination condition in the second high base state but cannot be determined based on the first determination condition in the first high base state, and the fluctuation patterns can be determined by the determination conditions according to the conditions for controlling to the high base state, which can increase the interest in the game.

[0321] (45) The variation pattern can be determined based on the first determination condition and can be determined based on the second determination condition, but there is a variation pattern in which the determination probability is different between the first determination condition and the second determination condition. Therefore, there is a variation pattern in which the determination probability is different between the first determination condition in the first high base state and the second determination condition in the second high base state, and the variation pattern can be determined under the determination condition according to the condition for controlling to the high base state, which can increase the interest in the game.

[0322] (46) The second determination condition is more likely to determine a fluctuation pattern with a shorter fluctuation time than the first determination condition. Therefore, in the second high base state, a fluctuation pattern with a shorter fluctuation time than the first high base state is more likely to be determined, which increases the possibility of playing the special game quickly and draws attention to the conditions for controlling to the high base state and the fluctuation time of the special game, thereby improving interest in the game.

[0323] (47) When controlled to the first high base state, the first high base state continues until a first upper limit number of special games are played without a jackpot, whereas when controlled to the second high base state, the second high base state continues until a second upper limit number of special games, which is greater than the first upper limit number of special games, is played without a jackpot. Therefore, in the second high base state, control is continued for a larger upper limit number of special games than in the first high base state, and by making it easier to determine a fluctuation pattern with a short fluctuation time, the possibility of efficiently playing special games can be increased, and interest in the game can be improved.

[0324] (48) The second upper limit number of times is a number greater than the reciprocal of the winning probability of the jackpot lottery in the low probability state. Therefore, even if the second high base state and the low probability state are controlled continuously until the second upper limit number of special games are played, the possibility of winning the jackpot lottery before the second upper limit number of special games is played can be increased, and the expectation for winning the jackpot lottery can be heightened, thereby improving the interest in the game.

[0325] (49) The first determination condition is that in at least some of the special games in the first high base state, the conditions for determining the failure fluctuation pattern are different depending on the number of special reserved balls, and the second determination condition is that in the special games in the second high base state, the conditions for determining the failure fluctuation pattern are the same regardless of the number of special reserved balls. Therefore, it is possible to change the similarity or difference of the conditions for determining the failure fluctuation pattern depending on the number of special reserved balls in the first high base state and the second high base state, thereby improving the interest in the game.

[0326] (50) The second determination condition is that the condition for determining the failure variation pattern is the same in both the case where the first special game is executed and the case where the second special game is executed in the special game in the second high base state. Therefore, in the special game in the second high base state, the condition for determining the failure variation pattern can be the same even in the case where the first special game is executed and the case where the second special game is executed, and it is possible to improve interest in the game.

[0327] (51) In the first high base state, the variation pattern is determined based on one of a plurality of types of determination conditions as the first determination condition, while in the second high base state, the variation pattern is determined based on one type of determination condition as the second determination condition. Therefore, it is possible to provide diversity to the determination conditions that determine the variation pattern depending on the conditions for controlling the high base state, and to increase the interest in the game.

[0328] (52) In the first high base state, in the first special game controlled to the first high base state, a variation pattern is determined by referring to a variation pattern determination table TA14 that is different from the determination conditions in the fifth and subsequent special games other than the first special game controlled to the first high base state among the multiple types of determination conditions as the first determination condition. Therefore, in the first high base state, the first determination condition that determines the variation pattern can be made more diverse in the first special game controlled to the first high base state and the fifth and subsequent special games other than the first special game, thereby improving interest in the game.

[0329] (53) In the first high base state, in the last special game controlled to the first high base state, among the multiple types of determination conditions as the first determination condition, the variation pattern is determined by referring to the variation pattern determination table TA13, unlike the determination conditions in the special game other than the last special game controlled to the first high base state. Therefore, in the first high base state, the first determination condition that determines the variation pattern can be made more diverse between the last special game controlled to the first high base state and at least one of the games other than the last special game, thereby improving interest in the game.

[0330] (54) In the first high base state, in the last special game controlled to the first high base state, if the variation patterns HP31, HP32 are determined based on the special determination condition, the final effect is executed. Therefore, by executing the final effect in the last special game, it is possible to identify that it is the last special game, and it is possible to increase the interest in the game.

[0331] (55) The first and second determination conditions have different probabilities for determining a variation pattern accompanied by a reach effect. Therefore, a variation pattern accompanied by a reach effect is determined with a probability according to the conditions for controlling the game to a high base state, which can increase the interest in the game.

[0332] (56) The second determination condition includes a determination condition with a lower probability of determining a variation pattern accompanied by a reach effect than the first determination condition. Therefore, in the second high base state, it is more difficult to determine a variation pattern accompanied by a reach effect than in the first high base state, and the performance progresses so that the reach effect is less likely to be executed. Therefore, in the second high base state, it is possible to increase the possibility of playing the special game, and to draw attention to the conditions for controlling to the high base state and the variation time of the special game, thereby improving interest in the game.

[0333] (57) In the first high base state, a variation pattern accompanied by a reach effect is determined based on one of a plurality of determination conditions as the first determination condition, while in the second high base state, a variation pattern accompanied by a reach effect is determined based on one determination condition as the second determination condition. Therefore, in the first high base state, it is possible to provide diversity to the determination conditions that determine the variation pattern accompanied by the reach effect, and to improve the interest in the game.

[0334] (58) There are common effects that can be executed in both the first high base state and the second high base state, and dedicated effects that can be executed in either the first high base state or the second high base state. Therefore, by executing the common effects in the first high base state and the second high base state, it is possible to provide the same presentation effect whether the condition for controlling the high base state is the first condition or the second condition, thereby improving interest in the game.

[0335] (59) On the other hand, by executing a special effect in either the first high base state or the second high base state, it becomes possible to identify whether the state is either the first high base state or the second high base state, and attention can be drawn to the conditions for control to the high base state and the execution of the special effect, thereby increasing interest in the game.

[0336] (60) The common effects include an effect in which the display mode of the background image is the same in both the first high base state and the second high base state. Therefore, it is not possible to determine whether the state is the first high base state or the second high base state from the display mode of the background image, and similar presentation effects can be provided whether the condition for controlling the state to the high base state is the first condition or the second condition, thereby improving interest in the game.

[0337] (61) When the game is controlled to the second high base state, a second entry performance is executed from a predetermined timing after the special game is played a special number of times, which can specify that the game will be controlled to the high base state (second high base state). Therefore, when the game is controlled to the second high base state, the second entry performance is executed, which can specify that the game will be controlled to the high base state, and the expectation for being controlled to the high base state can be heightened, and interest in the game can be increased.

[0338] (62) When controlled to the second high base state, the second entry effect can be executed across multiple special games from a predetermined timing after the execution of the special number of special games is completed. Therefore, even if the fluctuation time of one special game is short, the second entry effect can be executed across multiple special games, which can enhance the effect of the presentation and increase interest in the game.

[0339] (63) When the machine is controlled to the first high base state after the end of a jackpot game, a first entry performance is executed that can specify that the machine will be controlled to the high base state (first high base state) from the timing during the jackpot game. Therefore, even when the machine is controlled to the first high base state after the end of a jackpot game, the first entry performance is executed, so that the machine can specify that the machine will be controlled to the high base state (first high base state), which can heighten expectations for the machine being controlled to the high base state (first high base state), thereby improving interest in the game.

[0340] (64) In addition, the second entry performance has the same duration as the first entry performance. Therefore, the second entry performance executed when controlled to the second high base state is executed in the same duration as the first entry performance executed when controlled to the first high base state, which enhances the presentation effect and increases interest in the game.

[0341] (65) The second entry performance has at least a part of the same presentation pattern as the first entry performance, which can enhance the presentation effect and increase interest in the game. (66) The second entry performance includes a performance that displays a character image corresponding to the controlled performance mode. Therefore, when the second high base state is controlled, the controlled performance mode can be specified from the character image corresponding to the controlled performance mode, and in addition to being controlled to the high base state, the controlled performance mode can also be focused on, thereby improving the interest in the game.

[0342] (67) Even when controlled to the second high base state, when the restriction condition for the second entry performance is satisfied, the execution of the second entry performance is restricted. Therefore, depending on whether the restriction condition for the second entry performance is satisfied or not, it is possible to change whether the second entry performance is executed or the execution of the second entry performance is restricted, thereby improving the interest in the game.

[0343] (68) The restriction condition for the second entry effect is established when the special game executed after the special number of times of execution of the special game is completed results in a jackpot in the case of being controlled to the second high base state. Therefore, when the special game executed after the special number of times of execution of the special game is completed results in a jackpot, the second entry effect is not executed, and the expectation for the jackpot can be heightened, thereby improving the interest in the game.

[0344] (69) The restriction condition for the second entry effect is established when, in the case of being controlled to the second high base state, the first of the multiple special games executed after the execution of the special games a special number of times is completed does not result in a jackpot, but a special game other than the first is a jackpot. Therefore, even if the first of the multiple special games executed after the execution of the special games a special number of times is completed, if a special game other than the first is a jackpot, the second entry effect is not executed, and the expectation for a jackpot can be heightened, thereby improving the interest in the game.

[0345] (70) The second entry effect can be executed even in a standby state where a special game is not being executed and a jackpot game is not awarded. Therefore, even if the execution of the special game is not put on hold and the standby state is entered after the execution of the special game a special number of times has ended, the second entry effect can be executed, which can heighten the expectation for the execution of the special game and increase the interest in the game.

[0346] (71) In the second high base state, which is controlled based on the establishment of the second condition, a right-hit notification display regarding the launch of the game ball is executed, so that information regarding the launch of the game ball can be notified, thereby increasing interest in the game.

[0347] (72) The right-hit notification effect executed in the first high base state and the right-hit notification effect executed in the second high base state are the same in at least some aspects, such as the images to be displayed. Therefore, by executing the right-hit notification effect in the same manner in the first high base state and the second high base state, information regarding the launch of the game ball can be notified from the same manner without making the player aware of the conditions controlled in the high base state, and the interest in the game can be increased.

[0348] (73) When controlled to the second high base state, the manner in which the first right hit notification effect is executed differs depending on whether the next special game is a jackpot or not. Therefore, it is possible to specify whether the next special game will be a jackpot or not from the manner in which the first right hit notification effect is executed, and it is possible to heighten the expectation that the next special game will be a jackpot and to draw attention to the manner in which the first right hit notification effect is executed, thereby improving the interest in the game.

[0349] (74) In both the first high base state and the second high base state, a right-hit notification effect relating to the launch of a game ball is executed, and at least a part of the aspect of the right-hit notification effect executed in the first high base state differs from that executed in the second high base state. Therefore, by making at least a part of the aspect of the right-hit notification effect different depending on whether it is controlled to the first high base state or the second high base state, it is possible to provide diversity to the aspect of the right-hit notification effect, and to increase interest in the game.

[0350] (75) The right-hit notification effect executed in the first high base state and the right-hit notification effect executed in the second high base state are at least different in execution start timing. Therefore, by making at least the execution start timing of the right-hit notification effect different depending on whether it is controlled to the first high base state or the second high base state, it is possible to provide diversity in the execution start timing of the right-hit notification effect, thereby improving interest in the game.

[0351] The above embodiment can be embodied in the following other embodiments (alternative examples). In the above embodiment, for example, the first upper limit number of times does not have to vary depending on at least one of the type of jackpot, the game state when the jackpot lottery is won, and whether the high probability state is set after the jackpot game ends.

[0352] In the above embodiment, for example, the first upper limit number of times may be a number larger, smaller, or the same as the predetermined number of times continuously controlled to the high probability state. In particular, the "100 times" in the above embodiment may be "120 times", and in that case, it is impossible to determine whether the high probability state or the low probability state has been controlled after the end of the jackpot game from the first upper limit number of times that can be continuously controlled to the first high base state. Also, for example, the first upper limit number of times may be a number larger, smaller, or the same as the reciprocal of the winning probability of the jackpot lottery in the low probability state. Also, for example, the first upper limit number of times may be any of two types and four or more types, or may be one type.

[0353] In the above embodiment, the second upper limit number may be a number larger than, smaller than, or the same as the predetermined number of times controlled to continue in the high probability state. Also, for example, the second upper limit number may be a number larger than, smaller than, or the same as the reciprocal of the winning probability of the jackpot lottery in the low probability state.

[0354] In the above embodiment, the special number of times may be larger, smaller, or the same as the predetermined number of times controlled to continue in the high probability state. Also, for example, the special number of times may be larger, smaller, or the same as the reciprocal of the winning probability of the jackpot lottery in the low probability state.

[0355] In the above embodiment, for example, the high probability state may be awarded until the next big win game is awarded. Also, for example, a drop lottery may be held, and the main control CPU 40a may control the state to a low probability state when a predetermined control condition is established triggered by winning the drop lottery in the case where the state is controlled to a high probability state after the end of the big win game. In this case, it is not possible to specify whether the state is controlled from the high probability state to the low probability state before a predetermined number of special games are executed, and the state may be controlled to the high probability state even after a predetermined number of special games are executed.

[0356] In the above embodiment, for example, a premonition effect regarding the remaining number of times that the special game will be executed before being controlled to the second high base state may be executed. In detail, when the state is controlled to the low probability state after the end of the jackpot game, the state is controlled to the second high base state when 900 special games are executed after the end of the jackpot game. In this case, the premonition effect (determined effect) that can specify the remaining number of times that the special game will be executed before being controlled to the second high base state is executed is executed in the same manner as the second count effect when the 850th special game is executed after the end of the jackpot game. When the state is controlled to the high probability state after the end of the jackpot game, the state is controlled to the low probability state when 120 special games are executed after the end of the jackpot game, and the state is controlled to the second high base state when 1020 special games are executed after the end of the jackpot game. In this case, after the end of the jackpot game, the 850th special game is executed as a trigger, and a premonition effect (so-called "fake effect") that can specify the number of times that "120 times" is subtracted from the remaining number of times that the special game is executed until the control is made to the second high base state is executed is executed. Then, after the end of the jackpot game, by the time 900 special games are executed or when 900 special games are executed, the number of times "120 times" is added, and an effect that can specify the remaining number of times that the special game is executed until the control is made to the second high base state is executed is executed. In addition, as another example, when the control is made to the low probability state after the end of the jackpot game, for example, the 800th special game is executed after the end of the jackpot game, and a premonition effect (fake effect) that can specify the number of times that "120 times" is added to the remaining number of times that the special game is executed until the control is made to the second high base state may be executed. Then, before or when the second high base state is controlled, the number of times "120" is subtracted, and an effect that can specify the remaining number of times to be executed for the special game until the second high base state is controlled is executed. When the high probability state is controlled after the end of the jackpot game, a premonition effect (so-called "determined effect") that can specify the remaining number of times to be executed for the special game until the second high base state is controlled is executed, triggered by the execution of the 850th special game after the end of the jackpot game.In such a case, if the configuration is such that the high probability state is controlled to a low probability state by winning the fall-out lottery, multiple numbers, including numbers other than "120 times," can be used as the number to be added to or subtracted from the remaining number of times the special game is to be played until the second high base state is controlled.

[0357] In the above embodiment, for example, the premonition effect may be executed by displaying the number of times the special game is executed since the change in the game state, which is larger or smaller than the actual number of times the game is executed, and then displaying the actual number of times the game is executed. In this case, the sub-control CPU41a judges whether or not the execution condition of the premonition effect regarding the remaining number of times the special game is executed until the game state is controlled to the second high base state is satisfied. In detail, the sub-control CPU41a judges that the execution condition of the premonition effect is not satisfied during the execution of the second count effect. Also, based on the information set in the sub-low probability count counter, the sub-control CPU41a judges that the execution condition of the premonition effect is satisfied with a higher probability when the remaining number of times the special game is executed until the game state is controlled to the second high base state is the first execution number than when the remaining number of times the special game is executed is the second execution number, which is larger than the first execution number. In other words, the execution condition of the premonition effect is more likely to be satisfied when the remaining number of times the special game is executed until the game state is controlled to the second high base state is smaller. When the sub-control CPU 41a determines that the execution condition of the premonition effect is satisfied, the sub-control RAM 41c stores the number of times obtained by adding one of the multiple predetermined types of times to the remaining number of times to be executed until the control is controlled to the second high base state based on the information set in the sub-low probability number counter as the premonition notification number. Then, when the second count effect is executed or when the control is controlled to the second high base state, the sub-control CPU 41a stores the remaining number of times to be executed until the control is controlled to the second high base state as the premonition notification number based on the information set in the sub-low probability number counter in the sub-control RAM 41c. Then, the sub-control CPU 41a executes an effect of subtracting a predetermined number from the previous premonition notification number, and then executes a determination effect of changing the number of times to the actual remaining number of times to be executed.

[0358] In the above embodiment, for example, a high base transition lottery may be held when a special game is executed. This high base transition lottery may be held when the execution of the special game starts or ends. When the main control CPU 40a wins the high base transition lottery, it controls the high base state. Such a high base state may be a third high base state. In other words, the high base state may include a third high base state that is controlled when a condition is met when a predetermined lottery is won, a third high base state may be present in addition to the second high base state, or a third high base state (corresponding to a second ball entry rate improvement state) may be present instead of the second high base state.

[0359] In the above embodiment, the same time is determined as the fluctuation time of the normal game in the first high base state and the second high base state, but this is not limited to this. For example, one of multiple times may be determined with the same probability in the first high base state and the second high base state. In other words, the fluctuation time of the normal game may be determined in the same manner in the first high base state and the second high base state. Also, for example, different times may be determined in the first high base state and the second high base state. Also, for example, a shorter time may be determined more easily in the second high base state than in the first high base state, or a shorter time may be determined more easily in the first high base state than in the second high base state.

[0360] In the above embodiment, for example, regarding the winning probability of the normal winning lottery, in the first high base state, the probability of winning the normal winning lottery may be higher than in the low base state. Also, for example, in the second high base state, the probability of winning the normal winning lottery may be higher than in the low base state. Also, for example, in the first high base state, the probability of winning the normal winning lottery may be higher than in the second high base state, and in the second high base state, the probability of winning the normal winning lottery may be higher than in the first high base state.

[0361] In the above embodiment, the same control may be performed for the normal game and the normal win game, for example, the fluctuation time of the normal game, the determination probability of the fluctuation time of the normal game, the opening mode in the normal win game (upper limit opening time per time, closing time per time, total upper limit opening time, upper limit number of openings per time, upper limit control time of one normal win game), etc. In this case, the trigger for control is different between the first high base state and the second high base state, whether it is the first condition or the second condition.

[0362] In the above embodiment, for example, the opening manner of the normal variable member 30 in the first high base state may be any one of two types, four or more types, or one type. In the above embodiment, for example, the opening manner of the normal variable member 30 in the second high base state may be any one of two or more types.

[0363] In the above embodiment, for example, the opening manner of the normal variable member 30 in the low base state may be any one of two or more types. In the above embodiment, for example, in the high base state, a count effect may be executed that can specify the number of times that a special game has been executed since control to the high base state, and for example, in the low base state, a count effect may be executed that can specify the number of times that a special game remains to be executed until control to the second high base state. Also, for example, by executing the second count effect in the first high base state, even in the first high base state, it may be possible to specify the number of times that a special game has been executed since control to the low probability state and the number of times that a special game remains to be executed until control to the second high base state.

[0364] In the above embodiment, for example, in the first high base state, the first count effect may be executed in a part of the special game, and for example, the first count effect may not be executed in the first high base state. For example, in the second high base state, the first count effect may be executed in a part of the special game, and for example, the first count effect may not be executed in the second high base state. For example, in the low base state, the second count effect may be executed in the entire special game, and for example, the second count effect may not be executed in the low base state. In other words, it is preferable that the count effect is executed in at least a part of the special game.

[0365] In the above embodiment, for example, in the second high base state, the first count effect may be executed in the first and second performance modes. Also, for example, in the low base state, the second count effect may be executed in the first and second performance modes. Also, for example, the count effect may have a performance mode that indicates the jackpot expectation of the special game being executed. Also, for example, the performance mode of the count effect may be any of three or more types with different jackpot expectation, or may be one type, for example.

[0366] In the above embodiment, for example, the count effect may be an effect that decreases or increases the number of times the special game is executed. Also, for example, the count effect may not be displayed as numerical information, but may be an image that can specify the number of times the special game is executed, such as a meter image that indicates the number of times the special game is executed, and may be executed in a different presentation mode when the period until the base state changes is the first period and when the period is the second period. Also, for example, the occurrence of a special event is not limited to a change in the base state, but may be a change in the probability state, or may occur after the end of a jackpot game, and may be an effect that can specify the jackpot expectation (including the confirmation of a jackpot).

[0367] In the above embodiment, the count effect may be triggered by the end of the special game to update information related to the number of times the special game has been executed, but is not limited to this. For example, the count effect may be triggered by the start of the special game to update information related to the number of times the special game has been executed, or a combination of these. In other words, the count effect may be triggered by at least either the start of the special game or the end of the special game to update information related to the number of times the special game has been executed.

[0368] In the above embodiment, for example, when the RWM clear switch 40d is operated or not operated when the power is turned on, the count effect may not be executed regardless of the information stored in the sub-high base count counter and the sub-low probability count counter stored in the sub-control RAM 41c. In this case, the count effect may be executed based on the information stored in the sub-high base count counter and the sub-low probability count counter when a jackpot game is awarded or the game state changes after the power is turned on.

[0369] In the above embodiment, for example, when the RWM clear switch 40d is operated or not operated upon power-on, a count effect that can specify the initial number of executions may be executed regardless of the information stored in the sub-high base count counter and the sub-low probability count counter stored in the sub-control RAM 41c. In this case, a specific example will be described. The first count effect and the second count effect are effects that can specify the number of executions of the special game executed from the change in the game state. The sub-control CPU 41a sets "0" as initial information to the sub-high base count counter and the sub-low probability count counter stored in the sub-control RAM 41c both when the RWM clear switch 40d is operated or not operated upon power-on. When the sub-control CPU 41a determines that the game is in the high base state based on the information set in the sub-base state flag, it adds "1" to the sub-high base count counter upon input of a game end command. When the sub-control CPU41a determines that the game is in a low probability state based on the information set in the sub-probability state flag, it adds "1" to the sub-low probability count counter in response to the input of the game end command. When the sub-control CPU41a determines that the game is in a high base state based on the information set in the sub-base state flag, it executes a first count effect based on the information set in the sub-high base count counter. When the sub-control CPU41a determines that the game is in a low base state based on the information set in the sub-base state flag, it executes a second count effect based on the information set in the sub-low probability count counter.

[0370] In this way, the sub-control RAM 41c as a storage means is assigned with a sub-high base count counter and a sub-low probability count counter, and the sub-control RAM 41c stores the number of times the special game has been executed since the game state changed. The information stored in the sub-control RAM 41c is initialized when the RWM clear switch 40d is operated with the power turned on, while it is retained without being initialized when the RWM clear switch 40d is not operated. Regardless of the information stored in the sub-control RAM 41c both when the RWM clear switch 40d is operated with the power turned on and when it is not operated, the effect display device 27 executes a count effect that can identify initial information as information regarding the number of times the special game has been executed. This makes it possible to identify initial information as information regarding the number of times the special game has been executed both when the number of times the special game has been executed since the game state changed is initialized and when it is retained.

[0371] In the above embodiment, for example, there may be or may not be a fluctuation pattern that is determinable in the second high base state but not determinable in the first high base state. Also, for example, there may be or may not be a fluctuation pattern that is determinable in the first high base state but not determinable in the second high base state.

[0372] In the above embodiment, for example, the fluctuation pattern HP04 may be determined even in the first high base state. In the above embodiment, for example, the first high base state and the second high base state can be determined, but there does not have to be a fluctuation pattern with different determination probabilities.

[0373] In the above embodiment, for example, the fluctuation pattern determination table TA21 may be a table in which a deviation fluctuation pattern having a longer fluctuation time is more likely to be determined than at least any of the fluctuation pattern determination tables TA11 to TA15.

[0374] In the above embodiment, for example, in the first special game controlled to the first high base state, a variation pattern determination table that is not referenced in at least any special game other than the first special game in the first high base state may not need to be referenced.

[0375] In the above embodiment, for example, in the last special game controlled in the first high base state, a fluctuation pattern may be determined by referring to a fluctuation pattern determination table that is not referenced in at least any special game other than the last special game in the first high base state.

[0376] In the above embodiment, for example, in the first high base state, one type of fluctuation pattern determination table may be referenced to determine the fluctuation pattern. In the above embodiment, for example, in the second high base state, the fluctuation pattern may be determined by referring to any one of a plurality of types of fluctuation pattern determination tables.

[0377] In the above embodiment, for example, in the second high base state, one of a plurality of types of miss fluctuation patterns may be determined, and the determination conditions may differ depending on, for example, the number of special reserved items and the type of special game (first special game or second special game).

[0378] In the above embodiment, for example, in the first special game controlled to the second high base state, a fluctuation pattern may be determined by referring to a fluctuation pattern determination table that is not referenced in at least any special game other than the first special game in the second high base state.

[0379] In the above embodiment, for example, in the last special game controlled to the second high base state, a fluctuation pattern may be determined by referring to a fluctuation pattern determination table that is not referenced in at least any special game other than the last special game in the second high base state.

[0380] In the above embodiment, the probability of determining a miss-reach fluctuation pattern is higher in some of the fluctuation pattern determination tables TA11 to TA15 than in the fluctuation pattern determination table TA21, but this is not limited to the above. For example, the probability of determining a miss-reach fluctuation pattern may be higher in all of the fluctuation pattern determination tables TA11 to TA15 than in the fluctuation pattern determination table TA21, or may be lower than in the fluctuation pattern determination table TA21. Also, for example, in the fluctuation pattern determination table TA21, when the big win lottery is not won, a miss-reach fluctuation pattern may not be determined, and a miss fluctuation pattern may be determined.

[0381] In the above embodiment, for example, a lottery for determining a miss reach fluctuation pattern and a lottery for determining the fluctuation pattern itself may be performed separately. Also, for example, a first lottery for determining a classification of a fluctuation pattern and a second lottery for determining which fluctuation pattern is selected from the classification of the fluctuation pattern determined by the first lottery may be performed separately.

[0382] In the above embodiment, for example, the fluctuation pattern determination table TA13 may be referenced other than the last special game controlled to the first high base state, for example, it may be referenced in the last specified special game controlled to the first high base state.

[0383] In the above embodiment, for example, the variation pattern determination table TA14 may be referred to in the first special game after the end of the big win game, and may not be referred to in any other games. In the above embodiment, for example, as a common effect, in addition to the first look-ahead effect, there may be an effect that can identify the expected jackpot probability of the special game currently being executed, or there may not be a look-ahead effect that can identify the expected jackpot probability of the special game whose execution is on hold.

[0384] In the above embodiment, for example, as a dedicated effect for the first high base state, in addition to the second look-ahead effect, there may be an effect that can specify the jackpot expectancy of the special game being executed, and for example, there may be no look-ahead effect that can specify the jackpot expectancy of the special game whose execution is on hold. Also, for example, there may be a dedicated effect for the second high base state that is not executed in the first high base state but is executed in the second high base state.

[0385] In the above embodiment, the right-hit notification effect (second right-hit notification effect) executed in the first high base state and the right-hit notification effect (first right-hit notification effect and second right-hit notification effect) executed in the second high base state have different execution timings, but this is not limited to this. For example, the right-hit notification effect (first right-hit notification effect and second right-hit notification effect) may be executed at the timing when the first special game starts when the first high base state is controlled after the end of a jackpot game, and at the timing when the first special game starts when the second high base state is controlled.

[0386] In the above embodiment, for example, some or all of the presentation content (presentation mode) of the right-hit notification presentation executed in the first high base state and the second high base state may be different. In the above embodiment, for example, after being controlled to a low probability state, when the special game of the special number of times ends and the state is controlled to the second high base state, the execution of the second right-hit notification effect may be started.

[0387] In the above embodiment, for example, any of the following may be adopted: a notification effect that can specify that the game ball will not flow down to the left side of the game area 21, a notification effect that can specify that the game ball will flow down to the left side of the game area 21, and a notification effect that can specify that the game ball will not flow down to the right side of the game area 21.

[0388] In the above embodiment, the restriction condition of the second entry performance is not satisfied when the execution of the second entry performance is started, and the restriction condition of the second entry performance is satisfied when the execution of the special game is started after the execution of the second entry performance is started, and the execution of the second entry performance is restricted (stopped) at that timing (midway), but this is not limited to the above. For example, the restriction condition of the second entry performance may be satisfied when the execution of the second entry performance is started, and the execution of the second entry performance may not be started. In this case, for example, the sub-control CPU41a may refer to the look-ahead command and determine that the first special game among the special games whose execution is suspended will be a jackpot, and the restriction condition of the second entry performance may be satisfied. Also, for example, the sub-control CPU41a may refer to the look-ahead command and determine that the special game other than the first special game among the special games whose execution is suspended will be a jackpot, and the restriction condition of the second entry performance may be satisfied.

[0389] In the above embodiment, when controlled to the second high base state, after being controlled to the low probability state, the second entry effect may be executed from a predetermined timing after the end of the special game of the special number of times, such as the start of the next special game after the end of the special game of the special number of times, without being triggered by the end of the special game of the special number of times. In this case, for example, after being controlled to the low probability state, when the next special game is not started after the end of the special game of the special number of times, and the standby state is entered, the second entry effect may not be executed.

[0390] In the above embodiment, for example, there may be no restrictive condition for the second entry performance. In this case, not only is the execution of the second entry performance not restricted, but the execution of the first right hit notification performance may not be restricted.

[0391] In the above embodiment, for example, when controlled to the first high base state, the first entry performance may be executed not during the jackpot game, but after the jackpot game ends, such as at the start of the first special game, or from the timing after the jackpot game ends.

[0392] In the above embodiment, for example, the first entry performance and the second entry performance may have different performance times, and, for example, all of the performance aspects may be the same or different. In the above embodiment, for example, the second entry performance is controlled to a low probability state, and then executed during the execution of the first special game after the special number of special games has ended, but does not have to be executed during the execution of the first special game or later.

[0393] In the above embodiment, for example, when the number of game balls entering the big prize opening 31 varies depending on the type of jackpot, the distribution member 38 may be operated to take the first distribution state based on the long distribution control.

[0394] In the above embodiment, for example, at least one of the short distribution control and the long distribution control may be triggered when a predetermined time has elapsed, rather than when the number of game balls entering the large prize opening 31 has reached a specified number.

[0395] In the above embodiment, for example, it may be either the first round or the third or subsequent rounds of play, it may be one round of play or multiple rounds of play, it may be consecutive rounds of play or discontinuous rounds of play.

[0396] In the above embodiment, when the game ball passes through the special passing area 36 during a jackpot game, the game is controlled to a high probability state after the jackpot game ends, but this is not limited to the above, and the game may be controlled to a high probability state after the jackpot game ends based on the type of jackpot, for example. In this case, the special passing area 36 and the distribution member 38 may not be provided.

[0397] In the above embodiment, for example, a small win lottery may be held separately from a big win lottery. In the above embodiment, for example, there may be a type of jackpot that results in a low base state after the jackpot game ends.

[0398] In the above embodiment, the second special game is executed with priority over the first special game, but this is not limited to the above. For example, the special games may be executed in the order in which the game balls enter the first starting hole 28 and the second starting hole 29, and for example, the first special game and the second special game may be executed simultaneously.

[0399] In the above embodiment, the main control board 40 and the sub-control board 41 are provided and various functions are mounted, but this is not limited thereto, and for example, the functions of one board may be mounted as the functions of the other board. Also, a means for controlling the performance display device 27 may be provided separately. Also, this is not limited to these two types of boards, and for example, it may be configured as an integrated board, or may be configured as three or more types of boards. As a specific example, the functions of the sub-control board 41 may be divided into an overall control board that performs overall control regarding performance, and a display control board that performs control regarding image display.

[0400] In the above embodiment, the type of jackpot (jackpot game) was specified by the symbol command, but the type of jackpot may be specified by a game start command or other dedicated control command.

[0401] In the above embodiment, various random number information related to the special game may be stored in a memory area provided according to the special reserved number. In this case, every time the special game is executed, the random number information may be shifted and stored in a memory area where the special reserved number is subtracted by "1".

[0402] In the above embodiment, for example, the special variable member 32 may be operated to the open state by a predetermined lottery, and a jackpot game may be awarded when a game ball that entered the big prize winning port 31 passes through a specific passing area (so-called "two-type game machine"). Also, for example, the game machine may be a game machine in which the special variable member 32 is operated to the open state by winning a jackpot lottery in a special game (so-called "one-type two-type mixed game machine"). Also, the game machine may be a game machine in which a jackpot game starts when a game ball enters a predetermined ball entry port (so-called three-type game machine). Also, for example, a high probability state may not be awarded.

[0403] Next, the technical ideas that can be understood from the above embodiment and other examples will be described below. (1) A game machine comprising: a special entry port through which a game ball can enter; a special opening / closing member that operates to take an open state in which the game ball can enter the special entry port and a closed state in which the game ball cannot enter the special entry port; a special passing area through which a game ball that has entered the special entry port can pass; and a normal passing area through which a game ball that has entered the special entry port can pass, wherein the special opening / closing member is operable to take the open state during a jackpot game; and the game state control means controls the game state to the high probability state after the jackpot game ends when a game ball passes through the special passing area during a jackpot game, while controlling the game state to the low probability state after the jackpot game ends when a game ball does not pass through the special passing area during a jackpot game.

[0404] (2) The second condition is characterized in that it is a condition that is established when a specific event different from the first condition occurs. (3) The specific presentation is characterized in that it is a presentation that can identify information regarding the period from at least one of the following: the end of a jackpot game and the change in game state until the occurrence of a special event. [Explanation of symbols]

[0405] A1...normal actuator, A2...special actuator, A3...distribution actuator, SE1...first start sensor, SE2...second start sensor, SE3...special winning sensor (special ball entry detection means), SE4...gate sensor, SE5...general winning sensor, SE6...special passing sensor, 10...pachinko game machine, 18...speaker, 20...game board, 21...game area, 22a...first special symbol display section (symbol change game execution means), 22b...second special symbol display section (symbol change game execution means), 27...effect display device (effect execution means, notification effect execution means), 28...first start port (first start ball entry port), 29...second start port (second start ball entry port), 30... Normal variable member (opening / closing means), 31...large prize opening (special ball opening), 32...special variable member (special opening / closing means), 33...gate (normal start ball opening), 36...special passing area, 37...normal passing area, 38...distribution member, 40...main control board, 40a...main control CPU (jackpot lottery means, jackpot type determination means, variation pattern determination means, game state control means, normal win lottery means), 40b...main control ROM, 40c...main control RAM, 40d...RWM clear switch (initialization operation means), 41...sub-control board, 41a...sub-control CPU (presentation control means, presentation mode control means), 41b...sub-control ROM, 41c...sub-control RAM, 60...power supply unit.

Claims

[Claim 1] A first starting ball entry means capable of entering the game ball; A second starting ball entry means capable of entering the game ball; A normal start ball entry means through which a game ball can enter or pass; an opening / closing member that operates to take an open state in which a game ball can enter the second start ball entry means and a closed state in which a game ball cannot enter the second start ball entry means or in which it is more difficult for a game ball to enter the second start ball entry means than in the open state; a winning lottery drawing means for drawing a winning lottery in response to a game ball entering the first start ball entry means or a game ball entering the second start ball entry means; A game state control means for controlling a game state; A fluctuation pattern determination means for determining a fluctuation pattern based on a predetermined determination condition; A presentation mode control means for controlling a presentation mode, When a normal winning game is awarded in response to the entry or passage of a game ball into the normal start ball entry means, the opening / closing member operates to take the open state in a predetermined opening manner in the normal winning game, The game state controlled by the game state control means includes an advantageous state that is advantageous to a player, The advantageous state is a game state in which an advantageous game can be executed by a game ball entering the second start ball entry means, The advantageous state includes a first advantageous state and a second advantageous state, The first advantageous state is controlled based on the establishment of a predetermined condition, The second advantageous state is controlled based on the establishment of a specific condition different from the predetermined condition, The predetermined condition is a condition that can be established upon winning a jackpot in the winning lottery, The specific condition is a condition that can be established when a special number of symbol variation games are executed without winning a jackpot in the winning lottery, The game state control means controls the game state to the first advantageous state with a first upper limit number of times of execution of the pattern variation game as an upper limit when the game state is controlled to the first advantageous state, The game state control means controls the game state to the second advantageous state with a second upper limit number of times of execution of the pattern variation game as an upper limit when the game state is controlled to the second advantageous state, The predetermined determination conditions include a first determination condition in the first advantageous state and a second determination condition in the second advantageous state, The fluctuation pattern that can be determined by the fluctuation pattern determination means includes a special fluctuation pattern and a specific fluctuation pattern, The special variation pattern can be determined when the winning lottery is not won, and is a variation pattern in which a reach effect is executed during the execution of a symbol variation game based on the special variation pattern, The specific variation pattern can be determined when the winning lottery is not won, and is a variation pattern in which a reach effect is not executed during the execution of a symbol variation game based on the specific variation pattern, The specific fluctuation pattern includes a first specific fluctuation pattern and a second specific fluctuation pattern having a fluctuation time shorter than that of the first specific fluctuation pattern, The first determination condition is a condition under which the second specific variation pattern cannot be determined, The second determination condition is a condition that can determine the second specific variation pattern, The first determination condition and the second determination condition have different probabilities that the special variation pattern is determined, The presentation mode control means controls the presentation mode to a first presentation mode in the first advantageous state, and controls the presentation mode to a second presentation mode different from the first presentation mode in the second advantageous state, The first advantageous state and the second advantageous state differ in the ease with which a gaming ball will enter the second starting ball entry means.

Citation Information

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