Pachinko machine
The gaming machine addresses the lack of situational effect execution by incorporating specialized components for dynamic game state control and effect execution, thereby enhancing player engagement and game variability.
Patent Information
- Application Number
- JP2023077769
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-10
- Publication Date
- 2025-06-03
- Estimated Expiration
- 2043-05-10
AI Technical Summary
Existing gaming machines lack the ability to execute effects based on the specific situation of the game, limiting player engagement and variability in game outcomes.
A gaming machine equipped with launch operation means, special ball entry ports, detection means, hold means, game state control means, effect execution means, and effect control means, allowing for dynamic game states and effect execution based on winning determinations and game situations.
Enables the execution of effects tailored to the game situation, enhancing player engagement and providing a more dynamic and responsive gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, a pachinko gaming machine, which is an example of a gaming machine, is configured to be controllable in a plurality of types of gaming states (for example, Patent Document 1). Some such gaming machines are configured to be controllable between a predetermined state and a gaming state more advantageous than the predetermined state.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Today, in a gaming machine configured to be controllable in a plurality of types of gaming states, it is desired to execute an effect according to the situation of the game.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems is a gaming machine in which a predetermined display result is derived in a variable game based on the determination result of a winning determination, and when the winning determination is determined to be a win, a winning game is given after a specific display result is derived in the variable game. launch operation means capable of performing an operation to launch game balls,A special ball entry port into which game balls can enter, specific detection means capable of detecting game balls passing through a specific area among the game balls that have entered the special ball entry port, a first ball entry port into which game balls can enter, a second ball entry port into which game balls can enter, a hold means capable of holding the execution of a first variable game among variable games based on the entry of a game ball into the first ball entry port, and capable of holding the execution of a second variable game among variable games based on the entry of a game ball into the second ball entry port, a game state control means capable of controlling the game state, an effect execution means capable of executing an effect, and an effect control means capable of executing control regarding the execution of the effect. even when the execution of the first variable game is suspended and the execution of the second variable game is suspended, the first variable game and the second variable game are not executed in parallel and only one of the first variable game and the second variable game can be executed, Among the wins, there is a specific win in which a specific winning game is assigned as the winning game after the specific display result is derived. In the specific winning game, it is possible to enter a game ball into the special ball entry port and it is possible to pass a game ball through the specific area. When the specific detection means detects a game ball in the specific winning game, when the specific winning game ends, a special winning game is assigned as the winning game. When the specific detection means does not detect a game ball in the specific winning game, the special winning game is not assigned even when the specific winning game ends. Among the game states, there are a predetermined state and a specific state. The specific state makes it easier for game balls to enter the second ball entry port than the predetermined state and is a game state more advantageous for the player than the predetermined state. The specific state is a game state that can be shifted along with the end of the special winning game. In the situation where the execution of the second variable game is held and the state becomes the predetermined state, there are a first situation and a second situation. The first situation is a situation where the specific detection means does not detect a game ball in the specific winning game and the specific winning game ends. The second situation is a situation where the specific detection means detects a game ball in the specific winning game, a special winning game is assigned when the specific winning game ends, and after the special winning game ends, it is a situation where it is possible to shift from the specific state to the predetermined state along with the establishment of a predetermined condition. The first situation the predetermined state after when the second variable game is executed, and the second situation the predetermined state afterWhen the second variable game is executed, the specific display result is derived in the second variable game when At least some of the effects executed by the effect execution means are different, and the first situation the predetermined state after in out of the first variable game and the second variable game the second variable game only The background image displayed when the game is being executed is then out of the first variable game and the second variable game the first variable game only is the same as the background image displayed when the game is being executed when the second variable game is being executed in the predetermined state after the first situation, it is not during a winning game, and a special notification capable of specifying the recommended launch intensity of game balls is executed when in the predetermined state. The special notification is executed by displaying a predetermined image different from the background image This is the gist.
Effect of the Invention
[0006] According to the present invention, an effect can be executed according to the situation of the game.
Brief Description of the Drawings
[0007]
Figure 1
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Figure 10
Embodiments for Carrying Out the Invention
[0008] Hereinafter, an embodiment of a pachinko game machine will be described. In the following description, up, down, left, right, front (front side), and rear (back side) indicate the respective directions when viewed from the player. As shown in Fig. 1, a pachinko game machine 10, which is an example of a game machine (hereinafter referred to as the game machine 10), includes a frame 11. The frame 11 is configured to include an installation frame for fixing the game machine 10 to an island facility such as a game parlor and a mounting frame for mounting various game components. The game machine 10 includes a game board YB. The game board YB is mounted on the mounting frame. The game machine 10 includes a firing handle HD. In the game machine 10, the firing intensity is adjusted by operating the firing handle HD, and the game ball is fired with the adjusted firing intensity. In the present embodiment, the firing handle HD corresponds to a firing operation means capable of operating to fire the game ball. The game machine 10 includes a decorative lamp LA. The decorative lamp LA executes an effect (hereinafter referred to as a light emission effect) of lighting, blinking, and turning off a built-in light emitter. The game machine 10 includes a speaker SP. The speaker SP executes an effect (hereinafter referred to as a sound effect) of outputting sounds such as sound effects and music.
[0009] As shown in FIG. 2, a game area YBa through which game balls, which are an example of game media, flow is formed on the front side of the game board YB. An opening window YBb is formed in the game board YB substantially at the center in a front view. A center frame W with various designs is assembled in the opening window YBb. The gaming machine 10 includes an effect display device 12. The effect display device 12 has an image display unit GH capable of displaying images. The effect display device 12 is assembled to the game board YB such that the image display area of the image display unit GH is visible through the opening window YBb (center frame W) of the game board YB when viewed from the front. The effect display device 12 executes an effect (hereinafter referred to as a display effect) of displaying an image imitating a predetermined character or character. In the present embodiment, the effect display device 12, the decorative lamp LA, and the speaker SP are each an effect device capable of executing an effect, and these correspond to effect execution means. The effect execution means is not limited to including all of the effect display device 12, the decorative lamp LA, and the speaker SP, and may be configured by one or a plurality of effect devices arbitrarily selectable from these effect devices.
[0010] The game board YB is provided with an information display device 13 that displays various types of information. The information display device 13 includes a first special symbol display section 13a, a second special symbol display section 13b, a first special hold display section 13c, a second special hold display section 13d, a normal symbol display section 13e, and a normal hold display section 13f. The plurality of display sections 13a to 13f are arranged in a portion visible to the player. The first special symbol display section 13a and the second special symbol display section 13b are display sections capable of displaying a special symbol variation game (hereinafter referred to as a special game). The special game corresponds to a variation game. The special symbol variation game includes a first special symbol variation game (hereinafter referred to as the first special game) and a second special symbol variation game (hereinafter referred to as the second special game). In the first special game, a predetermined symbol is variably displayed, and finally, a first special symbol, which is an example of a special symbol, is fixedly stopped and displayed. The first special symbol display section 13a has a plurality of light emitters (in this embodiment, four light emitters). The first special symbol display section 13a displays the first special symbol by lighting one or a plurality of the plurality of light emitters. The first special game corresponds to the first variation game. In the second special game, a predetermined symbol is variably displayed, and finally, a second special symbol, which is an example of a special symbol, is fixedly stopped and displayed. The second special symbol display section 13b has a plurality of light emitters (in this embodiment, four light emitters). The second special symbol display section 13b displays the second special symbol by lighting one or a plurality of the plurality of light emitters. The second special game corresponds to the second variation game. The special symbol is a symbol for notifying the results of a small win lottery and a special symbol lottery, which will be described later, as the display result in the special game.
[0011] The first special symbol display unit 13a displays the first special game. The second special symbol display unit 13b displays the second special game. In this specification, "variable display" means a state in which the type of symbol being displayed changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly stopped and displayed, and the type of symbol being displayed does not change. For symbols, "fixed stop display" and "derivation" have the same meaning. The second special game is preferentially executed with respect to the first special game. The first special game and the second special game are not executed simultaneously in parallel. In the gaming machine 10, a predetermined display result is derived in the special game based on the lottery result of the small win lottery. The special symbols include a small win symbol and a losing symbol as predetermined display results in the special game. The small win symbol corresponds to a specific display result. The losing symbol corresponds to a non-specific display result. In the gaming machine 10, when winning a small win in the small win lottery, a small win symbol is derived in the special game, and after the end of the small win special game, a small win game is granted (occurs). In the gaming machine 10, when not winning a small win in the small win lottery, a losing symbol is derived in the special game.
[0012] As shown in FIG. 3(a), there are multiple types of the first special symbol. There are multiple types of the losing symbols of the first special symbol. The losing symbols of the first special symbol include symbol ZA and symbol ZB. There are multiple types of the small win symbols of the first special symbol. The small win symbols of the first special symbol include symbol ZC, symbol ZD, symbol ZE, and symbol ZF. Symbols ZA to ZF have different numbers or types of lit light emitters among the multiple light emitters in the first special symbol display unit 13a. The player can identify the type (display result) of the special symbol derived in the first special game by visually recognizing the light emission mode of the first special symbol display unit 13a.
[0013] As shown in FIG. 3(b), there are multiple types of second special symbols. There are multiple types of losing symbols for the second special symbol. The losing symbols for the second special symbol include symbol Za and symbol Zb. There are multiple types of small winning symbols for the second special symbol. The small winning symbols for the second special symbol include symbol Zc, symbol Zd, symbol Ze, and symbol Zf. Symbols Za to Zf differ in the number or type of the lit light-emitting elements among the multiple light-emitting elements in the second special symbol display unit 13b. The player can identify the type (display result) of the special symbol derived in the second special game by visually recognizing the light-emitting state of the second special symbol display unit 13b.
[0014] The first special hold display unit 13c displays information that can identify the number of times of the first special game (hereinafter referred to as the first special hold number) whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. The first special hold display unit 13c has a plurality of light-emitting elements (three light-emitting elements in this embodiment). The first special hold display unit 13c displays information that can identify the first special hold number by lighting one or more of the plurality of light-emitting elements. The second special hold display unit 13d displays information that can identify the number of times of the second special game (hereinafter referred to as the second special hold number) whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. The second special hold display unit 13d has a plurality of light-emitting elements (three light-emitting elements in this embodiment). The second special hold display unit 13d displays information that can identify the second special hold number by lighting one or more of the plurality of light-emitting elements. In this embodiment, the upper limit numbers of the first special hold number and the second special hold number are 4 respectively.
[0015] The normal symbol display unit 13e displays a normal game. In the normal game, a predetermined symbol fluctuates and is finally derived into a normal symbol. The normal symbol display unit 13e has a plurality of light emitters (two light emitters in this embodiment). The normal symbol display unit 13e displays the normal symbol by lighting one or more of the plurality of light emitters. The normal symbol is a symbol for notifying the result of a normal lottery described later as a display result in the normal game. The normal symbol includes a normal winning symbol and a normal losing symbol. In the gaming machine 10, when winning a normal win in the normal lottery, a normal winning symbol is derived in the normal game, and after the end of the normal winning normal game, a normal winning game is awarded (occurs). The normal hold display unit 13f displays information that can specify the number of normal games (hereinafter referred to as the normal hold number) whose execution is on hold because the hold condition is satisfied but the execution condition is not yet satisfied. The normal hold display unit 13f has a plurality of light emitters (three light emitters in this embodiment). The normal hold display unit 13f displays information that can specify the normal hold number by lighting one or more of the plurality of light emitters. In this embodiment, the upper limit number of the normal hold number is 4. The information display device 13 may include a round display unit that notifies the upper limit number of rounds of the round game and a right hit display unit that notifies the firing intensity of the game balls.
[0016] A plurality of winning holes into which game balls can enter are formed in the game board YB. These plurality of winning holes open into the game area YBa. The plurality of winning holes include a first start hole 14, a second start hole 15, a first big winning hole 18, and a second big winning hole 20. The plurality of winning holes may include winning holes different from these winning holes.
[0017] The first start hole 14 is a winning hole for entering a game ball to satisfy the bonus ball awarding condition and the hold condition of the first special game. In this embodiment, the first start hole 14 is below the effect display device 12. The first start hole 14 is always opened so that a game ball can enter. The first start hole 14 corresponds to a first entry hole into which a game ball can enter. The game board YB is provided with a first start winning sensor SE1 for detecting a game ball that has entered the first start hole 14 (see FIG. 4).
[0018] The second start port 15 is a winning port for letting game balls enter in order to satisfy the conditions for awarding prize balls and the hold conditions for the second special game. In the present embodiment, the second start port 15 is located to the right of the effect display device 12. The second start port 15 corresponds to a second ball entry port into which game balls can enter. The game board YB includes a normal movable piece 16. The normal movable piece 16 is operable between a first state and a second state. The first state of the normal movable piece 16 is a state in which it is impossible or difficult for a game ball to enter the second start port 15. The second state of the normal movable piece 16 is a state in which it is possible or easy for a game ball to enter the second start port 15. In the present embodiment, when the normal movable piece 16 is in the first state, the passage below the normal movable piece 16 is opened, and the game ball that has reached the normal movable piece 16 flows down through the passage below the normal movable piece 16 without flowing toward the second start port 15. On the other hand, when the normal movable piece 16 is in the second state, the passage below the normal movable piece 16 is closed, and the game ball that has reached the normal movable piece 16 flows toward the second start port 15. The normal movable piece 16 assumes the first state when no normal winning game is awarded. The normal movable piece 16 operates to the second state when a normal winning game is awarded. The game board YB includes a first solenoid SL1 as means for operating the normal movable piece 16 (see FIG. 4). The game board YB includes a second start winning sensor SE2 for detecting a game ball that has entered the second start port 15 (see FIG. 4).
[0019] The first major winning opening 18 is a winning opening for allowing game balls to enter in order to satisfy the conditions for awarding prize balls. In the present embodiment, the first major winning opening 18 is located below the second starting opening 15. The first major winning opening 18 corresponds to a special ball entry opening into which game balls can enter. The game board YB includes a first special movable piece 19. The first special movable piece 19 is operable between a first state and a second state. The first state of the first special movable piece 19 is a state in which it is impossible or difficult for game balls to enter the first major winning opening 18. The second state of the first special movable piece 19 is a state in which it is possible or easy for game balls to enter the first major winning opening 18. In the present embodiment, when the first special movable piece 19 is in the first state, game balls that reach the first special movable piece 19 do not enter the first major winning opening 18. On the other hand, when the first special movable piece 19 is in the second state, game balls that reach the first special movable piece 19 enter the first major winning opening 18. The first special movable piece 19 assumes the first state when a small win game is not awarded. The first special movable piece 19 operates to the second state when a small win game is awarded. The game board YB includes a second solenoid SL2 as means for operating the first special movable piece 19 (see FIG. 4). Below the first major winning opening 18, a passage 26 through which game balls that have entered the first major winning opening 18 can pass is formed. The passage 26 is formed so as to branch into a first passage 26a and a second passage 26b at a branch portion 27.
[0020] The branch portion 27 is provided with a distribution member 28 for distributing game balls that have entered the first major winning opening 18 to either the first passage 26a or the second passage 26b. The distribution member 28 is operable between a first state and a second state. The first state of the distribution member 28 is a state in which game balls that have entered the first major winning opening 18 are distributed to the first passage 26a. The second state of the distribution member 28 is a state in which game balls that have entered the first major winning opening 18 are distributed to the second passage 26b. The distribution member 28 operates in a predetermined operation pattern when a small win game is awarded. The game board YB includes a fourth solenoid SL4 as means for operating the distribution member 28 (see FIG. 4).
[0021] The game board YB is provided with a first count sensor SE3 that detects the game balls that have entered the first large winning opening 18 (see FIG. 4). The first count sensor SE3 detects the game balls passing through the passage 26. The game board YB is provided with a specific passage sensor SE5 that detects the game balls distributed to the first passage 26a (see FIG. 4). The specific passage sensor SE5 detects the game balls passing through a specific area 29 that is a part of the first passage 26a. The specific passage sensor SE5 corresponds to specific detection means capable of detecting the game balls passing through the specific area 29 among the game balls that have entered the first large winning opening 18. The specific area 29 is an area through which the game balls are passed in order to satisfy the conditions for granting a privilege. In the present embodiment, the privilege is a big winning game. The specific area 29 is a so-called "V area". In the following description, the passage of the game ball through the specific area 29 may be referred to as "V winning". Also, in the following description, the fact that the game ball has not passed through the specific area 29 may be referred to as "V non-winning". In the gaming machine 10, when the specific passage sensor SE5 detects a game ball in a small winning game, a big winning game is granted (activated) when the small winning game ends. On the other hand, in the gaming machine 10, when the specific passage sensor SE5 does not detect a game ball in a small winning game, a big winning game is not granted (activated) even when the small winning game ends.
[0022] The second largest winning opening 20 is a winning opening for letting a game ball enter in order to satisfy the conditions for awarding a prize ball. In the present embodiment, the second largest winning opening 20 is located below the first largest winning opening 18. The game board YB includes a second special movable piece 21. The second special movable piece 21 is operable between a first state and a second state. The first state of the second special movable piece 21 is a state where it is impossible or difficult for a game ball to enter the second largest winning opening 20. The second state of the second special movable piece 21 is a state where it is possible or easy for a game ball to enter the second largest winning opening 20. In the present embodiment, when the second special movable piece 21 is in the first state, a game ball that reaches the second special movable piece 21 does not enter the second largest winning opening 20. On the other hand, when the second special movable piece 21 is in the second state, a game ball that reaches the second special movable piece 21 enters the second largest winning opening 20. The second special movable piece 21 is in the first state when no jackpot game is awarded. The second special movable piece 21 operates to the second state when a jackpot game is awarded. The game board YB includes a third solenoid SL3 as means for operating the second special movable piece 21 (see FIG. 4). The game board YB includes a second count sensor SE4 for detecting a game ball that has entered the second largest winning opening 20 (see FIG. 4).
[0023] The game board YB includes a gate 23. In the present embodiment, the gate 23 is located above the second starting opening 15. A gate opening 23a is formed in the gate 23. The gate opening 23a is configured to always allow a game ball to pass through (enter). The gate 23 is an entrance for letting a game ball enter in order to satisfy the hold conditions of a normal game. Even if a game ball enters the gate 23, the conditions for awarding a prize ball are not satisfied. The game board YB includes a gate sensor SE6 for detecting a game ball that has entered the gate opening 23a (see FIG. 4). The game board YB includes an out opening 30. Among the game balls launched into the game area YBa, the game balls that have not entered any of the first starting opening 14, the second starting opening 15, the first largest winning opening 18, and the second largest winning opening 20 are discharged out of the machine through the out opening 30.
[0024] Next, the path along which the game ball flows down will be described. The gaming machine 10 can adjust the firing intensity of the game balls according to the amount of operation (rotation amount) of the firing handle HD. In the gaming machine 10, the game balls can be distributed so as to flow down through either the left region R1a of the center frame W or the right region R2a of the center frame W. A first starting port 14 is arranged in the first flow-down path R1 of the game balls in the left region R1a. In the gaming machine 10, it is possible to make the game balls enter the first starting port 14 by firing the game balls so as to flow down through the left region R1a in the game area YBa. In the following description, firing the game balls at a firing intensity such that the game balls flow down through the left region R1a among the firing intensities of the game balls is referred to as "left hitting". A gate 23, a second starting port 15, a first big winning port 18, and a second big winning port 20 are arranged in the second flow-down path R2 of the game balls in the right region R2a. In the gaming machine 10, it is possible to make the game balls enter the gate 23, the second starting port 15, the first big winning port 18, and the second big winning port 20 by firing the game balls so as to flow down through the right region R2a in the game area YBa. In the following description, firing the game balls at a firing intensity such that the game balls flow down through the right region R2a among the firing intensities of the game balls is referred to as "right hitting".
[0025] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 is equipped with a ball entry assistance function for assisting the entry of game balls into the second starting port 15. The ball entry assistance function is a function for assisting the entry of game balls into the second starting port 15 and is a so-called "electric support function". The gaming machine 10 has a plurality of ball entry states with different ball entry rates into the second starting port 15. The plurality of ball entry states include a non-entry rate improvement state and an entry rate improvement state in which the entry rate of game balls per unit time into the second starting port 15 is higher than that in the non-entry rate improvement state. The entry rate improvement state is a so-called "electric support state" and "high base state". The non-entry rate improvement state is a so-called "non-electric support state" and "low base state".
[0026] In the state of increasing the ball - entry rate and the state of increasing the non - ball - entry rate, the ball - entry rate of the game balls per unit time into the first starting port 14 is the same. In the state of increasing the ball - entry rate, the ball - entry rate of the game balls per unit time into the second starting port 15 is increased, and it becomes easier for the game balls to enter the second starting port 15 than the first starting port 14. For this reason, in the state of increasing the ball - entry rate, it is recommended to hit the ball to the right so that the game balls can easily enter the second starting port 15. On the other hand, in the state of increasing the non - ball - entry rate, the ball - entry rate of the game balls per unit time into the second starting port 15 is lower than that in the state of increasing the ball - entry rate, and it is difficult for the game balls to enter the second starting port 15 than the first starting port 14, so it is recommended to hit the ball to the left. Note that the gaming machine 10 is configured such that, in principle, the game balls do not enter the second starting port 15 even if the ball is hit to the right in the state of increasing the non - ball - entry rate. In the gaming machine 10, when the ball - entry assistance function is activated, the ball - entry state is controlled from the state of increasing the non - ball - entry rate to the state of increasing the ball - entry rate. In the state of increasing the ball - entry rate, the ball - entry rate of the game balls per unit time into the second starting port 15 is increased, and it becomes easier to satisfy the holding conditions of the second special game. As described above, in the state of increasing the ball - entry rate, it is easier for the game balls to enter the second starting port 15 than in the state of increasing the non - ball - entry rate. Therefore, it can be said that the state of increasing the ball - entry rate is a more advantageous gaming state for the player than the state of increasing the non - ball - entry rate.
[0027] The state of increasing the ball - entry rate can be realized by executing any one of the three controls described below, or by combining and executing a plurality of controls. The first control is a control that makes the variation time of the normal game shorter than that in the state of increasing the non - ball - entry rate. The second control is a control that varies the normal winning probability in the normal lottery to a higher probability than that in the state of increasing the non - ball - entry rate. The third control is a control that makes the total time during which the normal movable piece 16 is in the second state longer than that in the state of increasing the non - ball - entry rate in one normal winning game. Note that as the third control, it is advisable to perform at least one of the control of increasing the number of times the normal movable piece 16 is in the second state in one normal winning game more than that in the state of increasing the non - ball - entry rate, and the control of making the time from when the normal movable piece 16 is in the second state to when it becomes in the first state longer than that in the state of increasing the non - ball - entry rate in one normal winning game.
[0028] In addition, the state of improving the ball entry rate may be realized by combining the fourth control described below. The fourth control is a control that makes the variation time (average variation time) of the special game shorter than that in the state of improving the non-ball entry rate. As a result, in the state of improving the ball entry rate, the average variation time of the special game is shorter than that in the state of improving the non-ball entry rate. The average variation time of the special game can be obtained by dividing the integrated time of the variation time in the special game per unit number by the unit number assuming that the special game of the unit number is executed. In the state of improving the ball entry rate, the number of times of the special game that can be substantially executed per unit time increases compared to the state of improving the non-ball entry rate. That is, the digestion efficiency of the hold of the special game is improved.
[0029] The gaming states include a normal state and a time shortening state. The normal state is a gaming state in which the ball entry assisting function does not operate. That is, when in the normal state, it is controlled to the state of improving the non-ball entry rate. The time shortening state is a gaming state in which the ball entry assisting function operates. That is, when in the time shortening state, it is controlled to the state of improving the ball entry rate. The time shortening state has a higher ball entry rate of the game balls per unit time into the second starting port 15 than the normal state. That is, in the time shortening state, the game balls are more likely to enter the second starting port 15 than in the normal state. Therefore, it can be said that the time shortening state is a gaming state more advantageous to the player than the normal state. In the present embodiment, the normal state corresponds to a predetermined state. The time shortening state corresponds to a specific state.
[0030] Next, the small hit will be described. As shown in FIGS. 3(a) and 3(b), the gaming machine 10 includes a plurality of types of winning symbols that can be derived in a special game as a display result in the special game. In the gaming machine 10, when winning a winning lottery (hereinafter referred to as the first winning lottery) executed based on a game ball entering the first start port 14, any one of the symbols ZC to ZF is determined as the winning symbol by a special symbol lottery performed using a special symbol random number. In the gaming machine 10, when winning a winning lottery (hereinafter referred to as the second winning lottery) executed based on a game ball entering the second start port 15, any one of the symbols Zc to Zf is determined as the winning symbol by a special symbol lottery performed using a special symbol random number. In the following description, the winning game based on symbol ZC and the winning game based on symbol ZD are referred to as "winning game KA". In the following description, the winning game based on symbol ZE and the winning game based on symbol ZF are referred to as "winning game KB". Also, in the following description, the winning game based on symbol Zc and the winning game based on symbol Zd are referred to as "winning game Ka". In the following description, the winning game based on symbol Ze and the winning game based on symbol Zf are referred to as "winning game Kb". For example, in the gaming machine 10, when winning the first winning lottery and symbol ZC is determined by the special symbol lottery, the winning game KA is given (generated) after symbol ZC is derived in the first special game. For example, in the gaming machine 10, when winning the second winning lottery and symbol Zc is determined by the special symbol lottery, the winning game Ka is given (generated) after symbol Zc is derived in the second special game. The winning game is an example of a winning game.
[0031] The gaming machine 10 is configured such that the probability of winning a small jackpot in the first small jackpot lottery is the same whether the gaming state is the normal state or the time-saving state. In the present embodiment, the probability of winning a small jackpot in the first small jackpot lottery is approximately 1 / 319 regardless of the gaming state. The gaming machine 10 is configured such that the probability of winning a small jackpot in the second small jackpot lottery is the same whether the gaming state is the normal state or the time-saving state. In the present embodiment, the probability of winning a small jackpot in the second small jackpot lottery is approximately 1 / 50 regardless of the gaming state. Thus, the second small jackpot lottery is more likely to result in a win of the small jackpot than the first small jackpot lottery. Therefore, in the gaming machine 10, it can be said that the second special game is more likely to produce a small jackpot symbol than the first special game.
[0032] The small jackpot game will be described. In the small jackpot game, first, an opening effect that can identify the start of the small jackpot game is performed over a predetermined opening time. In the small jackpot game, after the elapse of the opening time, a small jackpot round game is performed in which the first special movable piece 19 operates in an operation pattern that allows a game ball to enter the first big winning port 18. In the present embodiment, the first special movable piece 19 alternately operates between a first state in which it is impossible or difficult for a game ball to enter the first big winning port 18 and a second state in which it is possible or easy for a game ball to enter the first big winning port 18 during the small jackpot round game. As a result, in the gaming machine 10, when the small jackpot game is awarded, a game ball can enter the first big winning port 18. The small jackpot round game ends when a predetermined upper limit number (10 in the present embodiment) of game balls enter the first big winning port 18 or when a predetermined upper limit time (10 seconds in the present embodiment) elapses. After the small jackpot round game ends, the small jackpot game ends when a predetermined ending time elapses.
[0033] Also, in the small hit round game, the distribution member 28 operates in an operation pattern in which the game balls that have entered the first large winning opening 18 can be distributed to the first passage 26a. In the present embodiment, in the small hit round game, after the distribution member 28 operates to a first state in which the game balls that have entered the first large winning opening 18 are distributed to the first passage 26a, when the specific passage sensor SE5 detects a game ball passing through the specific area 29, it operates to a second state in which the game balls that have entered the first large winning opening 18 are distributed to the second passage 26b. In the gaming machine 10, in the small hit game (small hit round game), when the game balls distributed to the first passage 26a pass through the specific area 29 and the specific passage sensor SE5 detects a game ball passing through the specific area 29, a big hit game is awarded (occurred) after the end of the small hit game. When the gaming machine 10 is hit on the right during the small hit round game, game balls enter the first large winning opening 18 and are configured such that the game balls pass through the specific area 29. For this reason, in the gaming machine 10, it is recommended to hit on the right in order to make the game balls enter the first large winning opening 18 during the small hit game. That is, in the small hit game, it is possible to pass the game balls through the specific area 29 by firing the game balls with the firing intensity of the game balls recommended in the small hit game. On the other hand, when the gaming machine 10 is hit on the left in the small hit game, in principle, it is configured such that game balls cannot enter the first large winning opening 18. As described above, in the small hit game, it is possible to make the game balls enter the first large winning opening 18 and also possible to pass the game balls through the specific area 29. And when the specific passage sensor SE5 detects a game ball in the small hit game, a big hit game is awarded (occurred) when the small hit game ends. On the other hand, when the specific passage sensor SE5 does not detect a game ball in the small hit game, a big hit game is not awarded (occurred) even when the small hit game ends.
[0034] The big hit game will be described. The jackpot game starts after the end of the small win game on the condition that the specific passage sensor SE5 detects a game ball in the small win game. In the jackpot game, first, a predetermined production is performed over a predetermined opening time. In the jackpot game, after the passage of the opening time, the jackpot round game is performed with a predetermined upper limit number of times as the upper limit. The upper limit number of times of the jackpot round game varies depending on the type of jackpot game. One jackpot round game ends when a predetermined upper limit number (10 in this embodiment) of game balls enter the second large winning opening 20 or when a predetermined upper limit time (25 seconds in this embodiment) elapses. When the jackpot round game starts, the second special movable piece 21 operates from the first state to the second state. In the gaming machine 10, during the jackpot game, it is recommended to hit the ball to the right so that the game ball enters the second large winning opening 20. When the jackpot round game ends, the second special movable piece 21 operates from the second state to the first state. In each round game, a round production is performed. In the jackpot game, when the last jackpot round game ends, an ending production that can specify the end of the jackpot game is performed over a predetermined ending time. The jackpot game ends as the ending time elapses.
[0035] In the following description, the jackpot game that starts after the end of the small win game KA is referred to as "jackpot game MA", and the jackpot game that starts after the end of the small win game KB is referred to as "jackpot game MB". Also, in the following description, the jackpot game that starts after the end of the small win game Ka is referred to as "jackpot game Ma", and the jackpot game that starts after the end of the small win game Kb is referred to as "jackpot game Mb". For example, in the gaming machine 10, when the specific passage sensor SE5 detects a game ball in the small win game KA, the jackpot game MA is granted (generated) after the end of the small win game KA. The jackpot game is an example of a winning game.
[0036] In this embodiment, the upper limit number of jackpot round games in jackpot game MA is different from the upper limit number of jackpot round games in jackpot game MB. In this embodiment, the upper limit number of jackpot round games in jackpot game Ma is different from the upper limit number of jackpot round games in jackpot game Mb. The upper limit number of jackpot round games in jackpot game MA and jackpot game Ma is 9 times. The upper limit number of jackpot round games in jackpot game MB and jackpot game Mb is 4 times. Not limited to this, the upper limit number of jackpot round games in each jackpot game may be changed as appropriate.
[0037] The display effects that the effect display device 12 can execute will be described. In the effect display device 12, as an example of the display effect, an effect game is displayed. In the effect game, a plurality of columns of effect symbols are variably displayed, and finally a combination of effect symbols (hereinafter referred to as a symbol combination) is derived. The effect symbols are also called "ornamental symbols" or "decoration symbols". In this embodiment, the effect game is performed by variably displaying (scrolling display) the effect symbols in the left symbol column, the middle symbol column, and the right symbol column in a predetermined direction. In the effect display device 12, the effect symbol DZ1 in the left symbol column, the effect symbol DZ2 in the middle symbol column, and the effect symbol DZ3 in the right symbol column are displayed (see FIG. 5).
[0038] The effect game starts together with the special game and ends together with the special game. In the effect game, a symbol combination corresponding to the special symbol derived in the special game is derived. When a minor winning symbol is derived in the special game, a minor winning symbol combination is derived in the effect game. The minor winning symbol combination is a symbol combination in which the effect symbols in all columns are the same effect symbol, such as "777". When a losing symbol is derived in the special game, a losing symbol combination is derived in the effect game. The losing symbol combination is a symbol combination in which the effect symbols in at least a part of the symbol columns are different from the effect symbols in other symbol columns, such as "738" or "787".
[0039] In a performance game, when a reach is formed, a reach performance is executed. A reach is a state in which the same performance symbol has once stopped being displayed in a specific symbol sequence of a plurality, and the performance symbol continues to be variably displayed in other symbol sequences. In the present embodiment, the left symbol sequence and the right symbol sequence correspond to specific symbol sequences, and the middle symbol sequence corresponds to other symbol sequences. The reach performance includes a normal reach performance and a super reach performance having a higher winning expectation than the normal reach performance. The winning expectation can be calculated by the ratio of the appearance rate in the case of a win to the overall appearance rate obtained by summing the appearance rate in the case of a loss and the appearance rate in the case of a win. In the present embodiment, the performance game corresponds to a special game.
[0040] In the performance display device 12, as an example of the display performance, a specific game in which a specific symbol is derived is executed separately from the performance game. In the specific game, a predetermined symbol in one column is variably displayed, and finally a specific symbol is derived. The specific game includes a first specific game corresponding to the first special game being executed and a second specific game corresponding to the second special game being executed. The first specific game starts together with the first special game and ends together with the first special game. The second specific game starts together with the second special game and ends together with the second special game. In the performance display device 12, the specific symbol DZ4 of the first specific game and the specific symbol DZ5 of the second specific game are displayed (see FIG. 5).
[0041] In the specific game, a symbol combination corresponding to the special symbol derived in the special game is derived. When a winning symbol is derived in the special game, a winning specific symbol is derived in the specific game. In the present embodiment, the winning specific symbols are "1", "3", "5", "7", and "9". When a losing symbol is derived in the special game, a losing specific symbol is derived in the specific game. In the present embodiment, the losing specific symbols are "2", "4", "6", and "8". The winning specific symbols and the losing specific symbols are different. The specific symbol may be, for example, a symbol imitating a predetermined figure or a symbol imitating a predetermined character.
[0042] The electrical configuration of the gaming machine 10 will be described. As shown in FIG. 4, the gaming machine 10 includes a main control board 40 and a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that signals can be output in one direction from the main control board 40 to the sub-control board 50. The main control board 40 performs various controls and outputs various control information (control commands). The sub-control board 50 controls the effect devices based on the various control commands output by the main control board 40.
[0043] The main control board 40 will be described. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main CPU 41a) and a storage unit. The main CPU 41a executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main ROM 41b) in which information can be read but not written, and a RAM area (hereinafter referred to as the main RAM 41c) in which information can be read and written.
[0044] The main ROM 41b stores a program for main control, determination values and tables used for various determinations and lotteries, etc. The main ROM 41b stores a small hit determination value used for determining whether a small hit has been won in a small hit lottery. The main ROM 41b stores a special symbol determination value used for a special symbol lottery.
[0045] The main ROM 41b stores multiple types of variation patterns. The variation pattern is information that can specify the variation time from the start to the end of a special game. The variation pattern is information that can specify at least a part of the production content (variation content) of the production game performed during the execution of the special game. There are a small win variation pattern and a loss variation pattern in the variation pattern. The production game based on the small win variation pattern becomes the variation content in which the small win symbol combination is finally derived through the reach production. The loss variation pattern is a variation pattern that finally derives a loss symbol combination. The production game based on the loss variation pattern becomes the variation content in which the loss symbol combination is finally derived through or without going through the reach production.
[0046] There are a variation pattern that can be determined when in the normal state and a variation pattern that can be determined when in the time shortening state in the variation pattern. In the gaming machine 10, part or all of the variation patterns that can be determined when in the normal state and when in the time shortening state are different. The variation time defined for the variation pattern that can be determined when in the time shortening state is shorter or often shorter than the variation time defined for the variation pattern that can be determined when in the normal state. That is, in the time shortening state, the average variation time of the special game is shorter than in the normal state.
[0047] The main RAM 41c stores various information that can be rewritten according to the results of the processing by the main CPU 41a. For example, the information stored in the main RAM 41c includes flags, counters, and timers. The microprocessor 41 includes a random number circuit (not shown) that generates hardware random numbers. The microprocessor 41 may be able to generate software random numbers through the random number generation processing by the main CPU 41a.
[0048] The main control board 40 is connected to sensors SE1 to SE6. The main CPU 41a is configured to be able to input detection signals output when sensors SE1 to SE6 detect a game ball. The main control board 40 is connected to display units 13a to 13f. The main CPU 41a is configured to be able to control the display contents of display units 13a to 13f. The main control board 40 is connected to solenoids SL1 to SL4. The main CPU 41a is configured to be able to control the operation of the normal movable piece 16 by controlling the operation of the first solenoid SL1. The main CPU 41a is configured to be able to control the operation of the first special movable piece 19 by controlling the operation of the second solenoid SL2. The main CPU 41a is configured to be able to control the operation of the second special movable piece 21 by controlling the operation of the third solenoid SL3. The main CPU 41a is configured to be able to control the operation of the distribution member 28 by controlling the operation of the fourth solenoid SL4.
[0049] The sub-control board 50 will be described. The sub-control board 50 includes a sub-CPU 50a, a sub-ROM 50b, and a sub-RAM 50c. The sub-CPU 50a performs various processes related to effects by executing a program for sub-control. The sub-CPU 50a executes control regarding the execution of effects based on a control command input from the main control board 40. The sub-ROM 50b stores a program for sub-control, determination values used for effect lottery, etc. The sub-ROM 50b stores display effect data used for display effects, light emission effect data used for light emission effects, and sound effect data used for sound effects, etc. The sub-RAM 50c stores various information that can be rewritten during the operation of the gaming machine 10. For example, the information stored in the sub-RAM 50c is flags, counters, timers, etc. The sub-control board 50 is configured to be able to generate software random numbers by random number generation processing by the sub-CPU 50a.
[0050] The sub-control board 50 is connected to the effect display device 12. The sub-CPU 50a is configured to be able to control the display content of the effect display device 12. The sub-control board 50 is connected to the decorative lamp LA. The sub-CPU 50a is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control board 50 is connected to the speaker SP. The sub-CPU 50a is configured to be able to control the output mode of the speaker SP. The sub-CPU 50a corresponds to effect control means capable of executing control related to the execution of effects.
[0051] Next, various processes performed by the main CPU 41a of the main control board 40 will be described. As a timer interrupt process performed every predetermined period (for example, 4 ms), the main CPU 41a executes a special symbol input process, a special symbol start process, a small win game process, a big win game process, a normal symbol input process, a normal symbol start process, and a normal win game process. In the present embodiment, the control information (control command) stored in the output buffer is output to the sub-control board 50 by an information output process executed as a timer interrupt process.
[0052] First, the special symbol input process will be described. In the special symbol input process, the main CPU 41a determines whether or not a game ball has entered the first start port 14 based on whether or not a detection signal is input from the first start winning sensor SE1. When the game ball enters the first start port 14, the main CPU 41a determines whether or not the first special hold number stored in the main RAM 41c is less than the upper limit number. When the first special hold number is less than the upper limit number, the main CPU 41a adds 1 to the first special hold number and updates it. Subsequently, the main CPU 41a controls the first special hold display unit 13c so as to display information capable of specifying the updated first special hold number. The main CPU 41a stores a control command (hereinafter referred to as the first hold command) capable of specifying the first special hold number in the output buffer.
[0053] Next, the main CPU 41a acquires the random numbers generated by the random number circuit and stores the random number information based on the acquired random numbers in the main RAM 41c. For example, the random numbers include the small hit random numbers used for small hit lotteries, the special symbol random numbers used for determining special symbols, and the variable pattern random numbers used for determining variable patterns. The main CPU 41a stores the random number information so that it can be specified that it is the random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves or information obtained by processing the random numbers by a predetermined method. By storing the random number information for the first special game in the main RAM 41c, the main CPU 41a can suspend the execution of the first special game until the execution conditions of the first special game are satisfied. In this way, the main CPU 41a can suspend the execution of the first special game among the special games based on the entry of the game ball into the first start port 14. And the main CPU 41a can suspend the execution of a plurality of first special games.
[0054] When the random number information for the first special game is stored in the main RAM 41c, when the game ball has not entered the first start port 14, and when the first special hold count is not less than the upper limit number, the main CPU 41a determines whether the game ball has entered the second start port 15 based on whether a detection signal is input from the second start winning sensor SE2. When the game ball has not entered the second start port 15, the main CPU 41a ends the special symbol input process. When the game ball has entered the second start port 15, the main CPU 41a determines whether the second special hold count stored in the main RAM 41c is less than the upper limit number. When the second special hold count is not less than the upper limit number, the main CPU 41a ends the special symbol input process. When the second special hold count is less than the upper limit number, the main CPU 41a increments the second special hold count by 1 and updates it. The main CPU 41a controls the second special hold display unit 13d to display information that can specify the updated second special hold count. The main CPU 41a stores a control command (hereinafter referred to as the second hold command) that can specify the second special hold count in the output buffer.
[0055] Next, the main CPU 41a acquires the random number generated by the random number circuit, and stores the random number information based on the acquired random number in the main RAM 41c. The main CPU 41a stores the random number information so that it can be specified that the random number information is for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main RAM 41c, the main CPU 41a can suspend the execution of the second special game until the execution condition of the second special game is satisfied. Thereafter, the main CPU 41a ends the special symbol input process. In this way, the main CPU 41a can suspend the execution of the second special game among the special games based on the entry of the game ball into the second start port 15. And the main CPU 41a can suspend the execution of a plurality of second special games. In the present embodiment, the main CPU 41a corresponds to a suspension means that can suspend the execution of the first special game and can suspend the execution of the second special game.
[0056] Next, the special symbol start process will be described. In the special symbol start process, the main CPU 41a determines whether the special game is executable. The main CPU 41a makes an affirmative determination when it is not during a small win game, a big win game, not during the execution of a special game, and not during the interval time. On the other hand, the main CPU 41a makes a negative determination when it is during a small win game, a big win game, during the execution of a special game, or during the interval time. When the special game is not executable, the main CPU 41a ends the special symbol start process. When the special game is executable, the main CPU 41a determines whether the second special hold count is 1 or more. When the second special hold count is not 1 or more, the main CPU 41a determines whether the first special hold count is less than 1. When the first special hold count is less than 1, the main CPU 41a ends the special symbol start process.
[0057] When the first special reservation number is not less than 1, the main CPU 41a performs a process of executing the first special game. Specifically, the main CPU 41a subtracts 1 from the first special reservation number and updates it. The main CPU 41a controls the first special reservation display unit 13c to display information that can identify the updated first special reservation number. Then, the main CPU 41a performs a first small hit lottery. The main CPU 41a acquires, from the main RAM 41c, the random number information that was stored first among the random number information for the first special game. Subsequently, the main CPU 41a performs a first small hit lottery to determine whether to win a small hit using the small hit random number and the small hit determination value specified from the acquired random number information. In this embodiment, the possible numerical values of the small hit random number are from 0 to 65535.
[0058] The main CPU 41a performs a first small hit lottery in which the probability of winning a small hit is the same regardless of the game state. That is, the main CPU 41a always performs a first small hit lottery with a constant probability of winning a small hit. In the first small hit lottery, the main CPU 41a determines a small hit when the numerical value of the acquired small hit random number is a numerical value (0 to 204) less than or equal to the small hit determination value (204 in this embodiment). Therefore, the small hit probability in the first small hit lottery is "205 / 65536". In this way, the main CPU 41a performs a hit determination to determine whether to win a small hit, which is an example of a hit, in the first small hit lottery. Winning a small hit in the first small hit lottery is an example of being determined as a hit in the hit determination.
[0059] When winning a small prize, the main CPU 41a performs a small prize game process. In the small prize game process, the main CPU 41a conducts a special symbol lottery using the special symbol random number and the small prize symbol determination value specified from the acquired random number information, and determines the small prize symbol to be derived in the first special game. Note that the small prize symbol determination value is the same regardless of the game state. The main CPU 41a determines the type of the variation pattern table. The variation pattern table differs according to the game state. The main CPU 41a executes a process of determining a variation pattern based on the determined variation pattern table (hereinafter referred to as the variation pattern determination process). In the variation pattern determination process, the main CPU 41a uses the variation pattern random number specified from the acquired random number information to determine the small prize variation pattern. Note that the small prize variation patterns include a small prize variation pattern associated with the execution of a normal reach effect and a small prize variation pattern associated with the execution of a super reach effect. When the main CPU 41a determines either symbol ZC or symbol ZE as the small prize symbol to be derived in the first special game, it determines the small prize variation pattern associated with the execution of the normal reach effect. When the main CPU 41a determines either symbol ZD or symbol ZF as the small prize symbol to be derived in the first special game, it determines the small prize variation pattern associated with the execution of the super reach effect. Not limited to this, the main CPU 41a may determine either the small prize variation pattern associated with the execution of the normal reach effect or the small prize variation pattern associated with the execution of the super reach effect regardless of the type of the small prize symbol. Thereafter, the main CPU 41a ends the special symbol start process.
[0060] If not winning in a single draw, the main CPU 41a performs a losing game process. In the losing game process, the main CPU 41a performs a special symbol lottery using the special symbol random number and the losing symbol determination value specified from the acquired random number information, and determines the losing symbol to be derived in the first special game. The main CPU 41a determines a losing variation pattern by executing a variation pattern determination process. Note that the losing variation patterns include a losing variation pattern associated with no execution of a reach effect, a losing variation pattern associated with execution of a normal reach effect, and a losing variation pattern associated with execution of a super reach effect. When the main CPU 41a determines symbol ZA as the losing symbol to be derived in the first special game, it determines a losing variation pattern associated with no execution of a reach effect. When the main CPU 41a determines symbol ZB as the losing symbol to be derived in the first special game, it determines a losing variation pattern associated with execution of a reach effect. Not limited to this, the main CPU 41a may determine any of the losing variation pattern associated with no execution of a reach effect, the losing variation pattern associated with execution of a normal reach effect, and the losing variation pattern associated with execution of a super reach effect regardless of the type of the losing symbol. Thereafter, the main CPU 41a ends the special symbol start process.
[0061] When the second special hold count is 1 or more, the main CPU 41a performs a process of executing the second special game. The process of executing the second special game is a process in which, for the process of executing the first special game, "the first special game" is replaced with "the second special game", "the first special hold count" is replaced with "the second special hold count", and "the first special hold display unit 13c" is replaced with "the second special hold display unit 13d". Also, since the process of executing the second special game is a process in which, for the process of executing the first special game, "symbol ZA" is replaced with "symbol Za", "symbol ZB" is replaced with "symbol Zb", "symbol ZC" is replaced with "symbol Zc", "symbol ZD" is replaced with "symbol Zd", "symbol ZE" is replaced with "symbol Ze", and "symbol ZF" is replaced with "symbol Zf", a detailed description thereof is omitted.
[0062] In addition, the process of executing the second special game is a process in which the "first small win lottery" in the process of executing the first special game is replaced with the "second small win lottery". The main CPU 41a conducts the second small win lottery in which the probability of winning a small win is the same regardless of the game state. That is, the main CPU 41a always conducts the second small win lottery with a certain probability of winning a small win. In the second small win lottery, the main CPU 41a determines a small win when the value of the obtained small win random number is a value (0 to 1309) equal to or less than the small win determination value (1309 in this embodiment). Therefore, the small win probability in the second small win lottery is "1310 / 65536". The small win probability in the second small win lottery is higher than the small win probability in the first small win lottery. Therefore, when the second special game is executed, small win games are more likely to be granted than when the first special game is executed. In this way, the main CPU 41a performs a win determination to determine whether or not to win a small win which is an example of a win in the second small win lottery. Winning a small win in the second small win lottery is an example of being determined as a win in the win determination. When winning a small win, the main CPU 41a conducts a special symbol lottery and determines the small win symbol to be derived in the second special game. In this embodiment, a small win corresponds to a specific win.
[0063] As described above, in the gaming machine 10, the special symbols derived in the special game are determined based on the result of the small win lottery. That is, in the gaming machine 10, a predetermined display result is derived in the special game based on the determination result of the win determination. For example, when winning the first small win lottery, any one of the special symbols among symbols ZC to ZF is derived in the first special game. When not winning the first small win lottery, any one of the special symbols among symbols ZA and ZB is derived in the first special game. For example, when winning the second small win lottery, any one of the special symbols among symbols Zc to Zf is derived in the second special game. When not winning the second small win lottery, any one of the special symbols among symbols Za and Zb is derived in the second special game. In the present embodiment, the derivation of any one of symbols ZC to ZF, Zc to Zf in the special game corresponds to the derivation of a specific display result in the special game. In the present embodiment, the derivation of any one of symbols ZA, ZB, Za, Zb in the special game corresponds to the derivation of a non-specific display result in the special game. Thus, the predetermined display results derived in the first special game and the second special game include a specific display result and a non-specific display result different from the specific display result.
[0064] In the gaming machine 10, the small win determination value used in the small win lottery is the same regardless of the gaming state, and the small win symbol determination value used in the special symbol lottery is the same regardless of the gaming state. That is, in the normal state and the time-saving state, the probabilities of symbol ZA being determined, symbol ZB being determined, symbol ZC being determined, symbol ZD being determined, symbol ZE being determined, and symbol ZF being determined are all the same. Also, in the normal state and the time-saving state, the probabilities of symbol Za being determined, symbol Zb being determined, symbol Zc being determined, symbol Zd being determined, symbol Ze being determined, and symbol Zf being determined are all the same.
[0065] In the small win game process or the losing game process, the main CPU 41a stores the variation start command and the special symbol command in the output buffer. The variation start command is a control command that can specify the variation pattern determined in each game process and the start of the special games (the production game and the specific game). The special symbol command is a control command that can specify the special symbol determined in each game process. Note that the variation start command and the special symbol command are different control commands when the game process of the first special game is executed and when the game process of the second special game is executed.
[0066] When the special symbol start process ends, the main CPU 41a causes the first special game or the second special game to be executed by a process different from the special symbol start process. Specifically, when the main CPU 41a causes the first special game to be executed, it controls the first special symbol display unit 13a to start the variable display of a predetermined symbol. The main CPU 41a measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41a controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41a stores in the output buffer a control command (hereinafter referred to as the variation end command) that can specify the end of the special game.
[0067] When the main CPU 41a causes the second special game to be executed, it controls the second special symbol display unit 13b to start the variable display of a predetermined symbol. The main CPU 41a measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41a controls the second special symbol display unit 13b to derive the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41a stores the variation end command in the output buffer.
[0068] When the main CPU 41a ends the special game, it starts measuring the interval time. The main CPU 41a controls the first special symbol display unit 13a and the second special symbol display unit 13b so that the special symbol is fixedly stopped and displayed until the interval time elapses. Therefore, the interval time can be grasped as the fixed stop display time of the special symbol. When the interval time elapses, the main CPU 41a stores information (hereinafter referred to as the interval end command) that can identify that the interval time has elapsed in the output buffer. When the derived special symbol is a winning symbol, the main CPU 41a executes a winning game process described later. When the derived special symbol is a losing symbol, the main CPU 41a can start a new special game. When the special game ends when transitioning from the time-saving state to the normal state, the main CPU 41a does not start a new special game until the first time (5 seconds in this embodiment) elapses as the interval time. When a special game different from the special game when transitioning from the time-saving state to the normal state ends, the main CPU 41a does not start a new special game until the second time (1 second in this embodiment), which is shorter than the first time, elapses as the interval time.
[0069] The winning game process and the big winning game process will be described. The winning game process is a process for awarding a winning game. When the main CPU 41a derives a winning symbol in the special game, it executes the winning game process after the end of the winning special game. The main CPU 41a awards a winning game based on the winning symbol (that is, the type of winning) determined in the special symbol start process. For example, when the main CPU 41a determines the symbol ZC in the special symbol start process, it awards the winning game KA.
[0070] In the small win game process, the main CPU 41a stores in the output buffer a control command (hereinafter referred to as the small win opening command) that can specify the start of the opening time of the small win game. When the opening time has elapsed, the main CPU 41a performs processing to execute the small win round game. When starting the small win round game, the main CPU 41a stores in the output buffer a control command (hereinafter referred to as the small win round command) that can specify the start of the small win round game. During the small win round game, the main CPU 41a controls the second solenoid SL2 so that the first special movable piece 19 operates in an operation pattern in which a game ball can enter the first large winning opening 18. Further, the main CPU 41a controls the fourth solenoid SL4 so that the distribution member 28 operates in a predetermined operation pattern in which the game ball that has entered the first large winning opening 18 can be distributed to the first passage 26a.
[0071] When the specific passage sensor SE5 detects a game ball during a small win game (small win round game), the main CPU 41a stores in the main RAM 41c information (hereinafter referred to as specific passage information) that can identify that the game ball has passed through the specific area 29 during the small win game. Also, the main CPU 41a stores in the output buffer a control command (hereinafter referred to as a specific passage command) that can identify that the game ball has passed through the specific area 29 during the small win game. When the number of game balls detected by the first count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time elapses, the main CPU 41a ends the small win round game. When the main CPU 41a ends the small win round game, it controls the second solenoid SL2 so that the first special movable piece 19 is in the first state. When the main CPU 41a ends the small win round game, it stores in the output buffer a control command (hereinafter referred to as a small win ending command) that can identify the start of the ending time. When the ending time elapses, the main CPU 41a ends the small win game. The main CPU 41a stores in the output buffer a control command (hereinafter referred to as a small win ending command) that can identify the end of the small win game. As described above, in the gaming machine 10, when winning a small win in the small win lottery, a small win game is given after the small win symbol is derived in the special game. On the other hand, in the gaming machine 10, when not winning a small win in the small win lottery, a small win game is not given after the losing symbol is derived in the special game. In the present embodiment, the small win game corresponds to a specific win game.
[0072] When ending the small win game, the main CPU 41a determines whether specific passage information is stored in the main RAM 41c. If the specific passage information is not stored in the main RAM 41c, the main CPU 41a does not give (initiate) a big win game after ending the small win game. If the specific passage information is stored in the main RAM 41c, the main CPU 41a executes a big win game process as a process for giving a big win game after ending the small win game. The main CPU 41a identifies the type of big win game based on the type of the ended small win game. The main CPU 41a gives the identified type of big win game.
[0073] In the jackpot game process, the main CPU 41a stores in the output buffer a control command (hereinafter referred to as the jackpot opening command) that can specify the start of the opening time of the jackpot game. When the opening time has elapsed, the main CPU 41a performs processing to execute the jackpot round game. That is, the main CPU 41a controls the third solenoid SL3 so that the second special movable piece 21 operates in an operation pattern in which a game ball can enter the second big winning opening 20. When the number of game balls detected by the first count sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the main CPU 41a ends the jackpot round game.
[0074] The main CPU 41a repeats until the jackpot round games of the predetermined upper limit number according to the type of jackpot game are completed. Each time the main CPU 41a starts a jackpot round game, it stores in the output buffer a control command (hereinafter referred to as the jackpot round command) that can specify the start of the jackpot round game. When the main CPU 41a ends the last jackpot round game, it controls the third solenoid SL3 so that the second special movable piece 21 is in the first state. When the main CPU 41a ends the last jackpot round game, it stores in the output buffer a control command (hereinafter referred to as the jackpot ending command) that can specify the start of the ending time. When the ending time has elapsed, the main CPU 41a ends the jackpot game. The main CPU 41a stores in the output buffer a control command (hereinafter referred to as the jackpot end command) that can specify the end of the jackpot game. In this way, in the gaming machine 10, when the specific passage sensor SE5 detects a game ball in the small win game, when the small win game ends, a jackpot game is given as a winning game. On the other hand, in the gaming machine 10, when the game ball does not pass through the specific area 29 in the small win game, a jackpot game is not given even when the small win game ends. In the present embodiment, the jackpot game corresponds to a special winning game.
[0075] Next, the processing regarding the game state performed by the main CPU 41a will be described. The gaming machine 10 is configured such that the main CPU 41a can control the gaming state by updating the gaming state information stored in the main RAM 41c. Specifically, when the main CPU 41a shifts the gaming state to the normal state, it stores, as gaming state information in the main RAM 41c, information (hereinafter referred to as normal information) that can identify that it is being controlled in the normal state. At this time, the main CPU 41a stores, in the output buffer, information (hereinafter referred to as normal command) that can identify that it is being controlled in the normal state. Also, when the main CPU 41a shifts the gaming state to the normal state, it stores, as ball entry state information in the main RAM 41c, information (hereinafter referred to as non-ball entry rate improvement information) that can identify that the ball entry state is a non-ball entry rate improvement state. Thereby, the main CPU 41a controls the ball entry state to be a non-ball entry rate improvement state.
[0076] When the main CPU 41a shifts the gaming state to the time-saving state, it stores, as gaming state information in the main RAM 41c, information (hereinafter referred to as time-saving information) that can identify that it is being controlled in the time-saving state. At this time, the main CPU 41a stores, in the output buffer, information (hereinafter referred to as time-saving command) that can identify that it is being controlled in the time-saving state. Also, when the main CPU 41a shifts the gaming state to the time-saving state, it stores, as ball entry state information in the main RAM 41c, information (hereinafter referred to as ball entry rate improvement information) that can identify that the ball entry state is a ball entry rate improvement state. Thereby, the main CPU 41a controls the ball entry state to be a ball entry rate improvement state.
[0077] When the jackpot game ends, the main CPU 41a stores the time shortening information and the ball entry rate improvement information in the main RAM 41c. That is, the main CPU 41a shifts the game state to the time shortening state. After the jackpot game ends, every time the main CPU 41a ends the second special game, it counts the number of executions of the second special game after the jackpot game ends by updating the value of the execution counter stored in the main RAM 41c. When the main CPU 41a updates the value of the execution counter, it stores in the output buffer a control command (hereinafter referred to as the time shortening count command) that can specify the number of executions of the second special game after the jackpot game ends. When the second special game ends in which the number of executions of the second special game after the jackpot game ends reaches the specified number (in this embodiment, 50 times), the main CPU 41a stores the normal information and the non-ball entry rate improvement information in the main RAM 41c. That is, when the value of the execution counter reaches the specified number, the main CPU 41a shifts the game state to the normal state. In this embodiment, the fact that the number of executions of the second special game after the jackpot game ends reaches the specified number corresponds to the establishment of a predetermined condition.
[0078] When the main CPU 41a starts a minor jackpot game and the time shortening information and the ball entry rate improvement information are stored in the main RAM 41c, it stores the normal information and the non-ball entry rate improvement information in the main RAM 41c. That is, the main CPU 41a shifts the game state to the normal state. Thereafter, during the minor jackpot game, the main CPU 41a controls in the normal state. And when a jackpot game is given after the minor jackpot game ends, the main CPU 41a also controls in the normal state during the jackpot game. Therefore, in the gaming machine 10, when a jackpot game is not given after the minor jackpot game ends, a special game can be executed in the normal state when the minor jackpot game ends. On the other hand, in the gaming machine 10, when a jackpot game is given after the minor jackpot game ends, a special game can be executed in the time shortening state when the jackpot game ends. Thus, the time shortening state is a game state that can be shifted along with the end of the jackpot game. In this embodiment, the main CPU 41a corresponds to game state control means capable of controlling the game state.
[0079] Next, the normal symbol input process performed by the main CPU 41a will be described. In the normal symbol input process, the main CPU 41a determines whether a game ball has passed through (entered) the gate 23 based on whether a detection signal has been input from the gate sensor SE6. If the game ball has not passed through the gate 23, the main CPU 41a ends the normal symbol input process. On the other hand, if the game ball has passed through the gate 23, the main CPU 41a determines whether the normal hold count stored in the main RAM 41c is less than the upper limit. If the normal hold count is not less than the upper limit, the main CPU 41a ends the normal symbol input process. If the normal hold count is less than the upper limit, the main CPU 41a adds 1 to the normal hold count and updates it. The main CPU 41a controls the normal hold display unit 13f to display information that can identify the updated normal hold count. Next, the main CPU 41a obtains a random number generated by the random number circuit and stores random number information based on the obtained random number in the main RAM 41c. The main CPU 41a stores the random number information so that it can be identified as random number information for the normal game and the storage order of the random number information. After that, the main CPU 41a ends the normal symbol input process. By storing the random number information used for the normal game in the main RAM 41c, the gaming machine 10 can hold the execution of the normal game until the execution conditions for the normal game are satisfied.
[0080] Next, the normal symbol start process performed by the main CPU 41a will be described. In the normal symbol start process, the main CPU 41a determines whether the execution conditions for the normal game are satisfied. The main CPU 41a makes an affirmative determination when it is not during a normal winning game and not during the execution of the normal game, while making a negative determination when it is during a normal winning game or during the execution of the normal game. If the execution conditions for the normal game are not satisfied, the main CPU 41a ends the normal symbol start process. If the execution conditions for the normal game are satisfied, the main CPU 41a determines whether the normal reserved number is less than 1. If the normal reserved number is less than 1, the main CPU 41a ends the normal symbol start process. If the normal reserved number is not less than 1, the main CPU 41a performs a process to execute the normal game. Specifically, the main CPU 41a subtracts 1 from the normal reserved number and updates it. The main CPU 41a controls the normal reserved display unit 13f to display information that can identify the updated normal reserved number.
[0081] After that, the main CPU 41a acquires, from the main RAM 41c, the earliest stored random number information among the random number information for the normal game. Subsequently, the main CPU 41a performs a normal lottery (normal winning determination) to determine whether to win normally using the acquired random number information. The main CPU 41a performs the normal lottery with a normal winning probability corresponding to the current ball entry state (either the non-ball entry rate improvement state or the ball entry rate improvement state), and determines whether it has won normally. The normal winning probability in the ball entry rate improvement state is higher than the normal winning probability in the non-ball entry rate improvement state.
[0082] When winning a normal win, after determining the normal winning symbol to be derived in the normal game and the variable time of the normal game, the main CPU 41a ends the normal symbol start process. When not winning a normal win, after determining the normal losing symbol to be derived in the normal game and the variable time of the normal game, the main CPU 41a ends the normal symbol start process. The variable time of the normal game in the state of improving the ball entry rate is shorter than the variable time of the normal game in the state of not improving the ball entry rate. Therefore, in the state of improving the ball entry rate, the number of normal lotteries executed per unit time tends to be larger than in the state of not improving the ball entry rate. As a result, in the state of improving the ball entry rate, the number of times of winning a normal win per unit time tends to be larger than in the state of not improving the ball entry rate. Thus, the state of improving the ball entry rate has a higher degree of advantage regarding the entry of game balls into the second starting port 15 than the state of not improving the ball entry rate. After ending the normal symbol start process, the main CPU 41a executes the normal game by a process different from the normal symbol start process. Specifically, the main CPU 41a starts the normal game and controls the normal symbol display unit 13e so that the normal symbol determined in the normal symbol start process is fixedly stopped and displayed when the variable time determined in the normal symbol start process has elapsed.
[0083] Next, the normal win game process performed by the main CPU 41a will be described. The normal winning game process is a process for awarding a normal winning game. When the main CPU 41a derives a normal winning symbol in a normal game, it executes the normal winning game process after the end of the normal winning normal game. In the normal winning game process, when the main CPU 41a is in the state of improved ball entry rate, it controls the first solenoid SL1 so that the normal movable piece 16 operates in the operation mode when it is in the state of improved ball entry rate. When the main CPU 41a is in the state of non-improved ball entry rate, it controls the first solenoid SL1 so that the normal movable piece 16 operates in the operation mode when it is in the state of non-improved ball entry rate. The operation mode of the normal movable piece 16 when it is in the state of improved ball entry rate has more times for the normal movable piece 16 to enter the second state and a longer total time for the normal movable piece 16 to enter the second state in one normal winning game compared to the operation mode of the normal movable piece 16 when it is in the state of non-improved ball entry rate. Therefore, when the normal movable piece 16 is operated in the operation mode when it is in the state of improved ball entry rate, it is easier to enter the game ball into the second starting port 15 compared to when the normal movable piece 16 is operated in the operation mode when it is in the state of non-improved ball entry rate. Thus, the state of improved ball entry rate has a higher degree of advantage regarding the entry of the game ball into the second starting port 15 compared to the state of non-improved ball entry rate.
[0084] Next, various processes executed by the sub-CPU 50a of the sub-control board 50 will be described. First, the process when a control command is input will be described. The sub-CPU 50a stores various information that can be specified by the control command input from the main control board 40 in the sub-RAM 50c. For example, when the sub-CPU 50a inputs a normal command, it stores information in the sub-RAM 50c that can specify that it is being controlled in the normal state. When the sub-CPU 50a inputs a time-saving command, it stores information in the sub-RAM 50c that can specify that it is being controlled in the time-saving state. When the sub-CPU 50a inputs a time-saving count command, it stores information in the sub-RAM 50c that can specify the remaining number of times of the second special game that can be executed in the time-saving state.
[0085] The small winning performance process will be described. The small win effect process is a process for executing the effects during small win games. When the sub-CPU 50a inputs a small win opening command, it controls the effect device to execute the small win opening effect. When the sub-CPU 50a inputs a small win round command, it controls the effect device to execute the small win round effect. Also, when the sub-CPU 50a inputs a small win round command, it controls the effect device to execute a notification (hereinafter referred to as the right shot notification) that can specify the firing intensity of the game ball recommended in the small win game. That is, the sub-CPU 50a controls the effect device to execute the right shot notification that encourages right shots to make the game ball enter the first big winning opening 18 during the small win game. In the present embodiment, the right shot notification corresponds to a specific notification. The sub-CPU 50a controls the effect device to continuously execute the right shot notification until at least the small win game ends.
[0086] When the sub-CPU 50a inputs a small win ending command, it controls the effect device to execute the small win ending effect. Also, when the sub-CPU 50a inputs a small win ending command, it controls the effect device to execute an effect according to whether the specific passage sensor SE5 detects the game ball in the small win round game. That is, when the sub-CPU 50a inputs a small win ending command, it controls the effect device to execute an effect according to whether a big win game is granted after the end of the small win game. The sub-CPU 50a controls the effect device to execute different effects depending on whether the specific passage sensor SE5 detects the game ball in the small win round game and whether the specific passage sensor SE5 does not detect the game ball in the small win round game.
[0087] Specifically, the sub-CPU 50a determines whether the specific passage sensor SE5 has detected a game ball in the small win round game based on whether a specific passage command is input between the input of the small win round command and the input of the small win ending command. When the specific passage sensor SE5 detects a game ball, the sub-CPU 50a controls the effect device to execute an effect (hereinafter referred to as a successful effect) that can specify that the game ball is detected by the specific passage sensor SE5 and the small win game ends. On the other hand, when the specific passage sensor SE5 does not detect a game ball, the sub-CPU 50a controls the effect device to execute an effect (hereinafter referred to as a failed effect) that can specify that the small win game ends without the game ball being detected by the specific passage sensor SE5. In the present embodiment, the failed effect corresponds to a special effect. When the sub-CPU 50a inputs a small win end command, it controls the effect device to end the small win ending effect, the successful effect, and the failed effect.
[0088] The jackpot effect process will be described. The jackpot effect process is a process for executing an effect during the jackpot game. When the sub-CPU 50a inputs a jackpot opening command, it controls the effect device to execute a jackpot opening effect. When the sub-CPU 50a inputs a jackpot round command, it controls the effect device to execute a jackpot round effect. When the sub-CPU 50a inputs a jackpot ending command, it controls the effect device to execute a jackpot ending effect. When the sub-CPU 50a inputs a jackpot end command, it controls the effect device to end the jackpot ending effect. The sub-CPU 50a controls the effect device to continuously execute the right hitting notification started in the small win game also during the jackpot game. When the jackpot game ends, the sub-CPU 50a controls the effect device to end the right hitting notification.
[0089] The effect game process will be described. The performance game process is a process for executing a performance game as one of the display performances related to the special game during the execution of the special game. When the sub-CPU 50a inputs a variation start command and a special symbol command, it controls the effect display device 12 to execute a performance game corresponding to the special game. When the first special game is executed in the normal state, the sub-CPU 50a controls the effect display device 12 to execute a performance game corresponding to the first special game. When the second special game is executed in the normal state, the sub-CPU 50a controls the effect display device 12 to execute a performance game corresponding to the second special game and there are times when it does not execute the performance game corresponding to the second special game. As will be described in detail later, when the second special game held in the time-saving state is executed in the normal state, the sub-CPU 50a may control the effect display device 12 to execute a performance game corresponding to the second special game. When the second special game is executed in the time-saving state, the sub-CPU 50a controls the effect display device 12 to execute a performance game corresponding to the second special game. On the other hand, when the first special game is executed in the time-saving state, the sub-CPU 50a does not execute the performance game corresponding to the first special game.
[0090] When the sub-CPU 50a receives a variation start command, it selects the production content (production pattern) of the production game based on the variation pattern that can be specified from the variation start command. Also, the sub-CPU 50a determines the symbol combination to be derived in the production game based on the special symbol that can be specified from the input special symbol command. When the special symbol that can be specified from the special symbol command is a small winning symbol, the sub-CPU 50a determines the small winning symbol combination. The sub-CPU 50a determines the small winning symbol combination according to the type of small winning symbol. For example, the sub-CPU 50a determines different small winning symbol combinations for symbols ZC to ZF. For example, the sub-CPU 50a determines different small winning symbol combinations for symbols Zc to Zf. Not limited to this, the sub-CPU 50a may determine the small winning symbol combination regardless of the type of small winning symbol. When the special symbol that can be specified from the special symbol command is a losing symbol, the sub-CPU 50a determines the losing symbol combination. The sub-CPU 50a determines the losing symbol combination according to the type of losing symbol. For example, the sub-CPU 50a determines different losing symbol combinations for symbol ZA and symbol ZB. For example, the sub-CPU 50a determines different losing symbol combinations for symbol Za and symbol Zb. Not limited to this, the sub-CPU 50a may determine the losing symbol combination regardless of the type of losing symbol. When the sub-CPU 50a receives a variation start command that can specify a losing variation pattern associated with the execution of the reach effect, it determines a losing symbol combination including a reach.
[0091] In the performance game process, the sub-CPU 50a controls the performance display device 12 to start the variable display of the performance symbols in each symbol column upon receiving the input of the variation start command. That is, the sub-CPU 50a starts the performance game. The sub-CPU 50a controls the performance display device 12 so that the performance game is carried out based on the determined performance content (performance pattern) during the variation time defined in the variation pattern. After starting the performance game, when a predetermined timing arrives, the sub-CPU 50a temporarily stops the display of the symbol combination and, upon receiving the input of the variation end command, causes the symbol combination to be fixedly stopped and displayed. For example, when the sub-CPU 50a inputs the variation start command of the small win variation pattern associated with the execution of the super reach performance, after starting the performance game, it causes the super reach performance to be executed. When a predetermined timing arrives, it temporarily stops the display of the symbol combination and, upon receiving the input of the variation end command, fixedly stops and displays the symbol combination. In this way, the performance display device 12 can execute a performance game using the performance symbols.
[0092] The specific game process will be described. The specific game process is a process for executing a specific game as one of the display performances related to the special game during the execution of the special game. When the sub-CPU 50a inputs the variation start command and the special symbol command, it controls the performance display device 12 to execute the specific game corresponding to the special game. When the first special game is executed, the sub-CPU 50a controls the performance display device 12 to execute the first specific game. Note that the sub-CPU 50a controls the performance display device 12 to execute the first specific game when the first special game is executed in any of the normal state and the time-saving state of the game state. When the second special game is executed, the sub-CPU 50a controls the performance display device 12 to execute the second specific game. Note that the sub-CPU 50a controls the performance display device 12 to execute the second specific game when the second special game is executed in any of the normal state and the time-saving state of the game state.
[0093] The sub-CPU 50a determines a specific symbol to be derived in a specific game based on a special symbol that can be specified from the input special symbol command. When the special symbol that can be specified from the special symbol command is a winning symbol, the sub-CPU 50a determines a winning specific symbol. The sub-CPU 50a determines the winning specific symbol according to the type of the winning symbol. For example, the sub-CPU 50a determines different winning specific symbols with the symbols ZC to ZF. For example, the sub-CPU 50a determines different winning specific symbols with the symbols Zc to Zf. Not limited to this, the sub-CPU 50a may determine the winning specific symbol regardless of the type of the winning symbol. When the special symbol that can be specified from the special symbol command is a losing symbol, the sub-CPU 50a determines a losing specific symbol. The sub-CPU 50a determines the losing specific symbol according to the type of the losing symbol. For example, the sub-CPU 50a determines different losing specific symbols with the symbol ZA and the symbol ZB. For example, the sub-CPU 50a determines different losing specific symbols with the symbol Za and the symbol Zb. Not limited to this, the sub-CPU 50a may determine the losing specific symbol regardless of the type of the losing symbol.
[0094] In the specific game process, upon receiving the input of the variation start command, the sub-CPU 50a controls the effect display device 12 to start the variation display of the specific symbol. That is, the sub-CPU 50a starts the specific game. During the variation time defined in the variation pattern, the sub-CPU 50a controls the effect display device 12 so that the specific game is played. Upon receiving the input of the variation end command, the sub-CPU 50a causes the determined specific symbol to be fixedly stopped and displayed.
[0095] Next, the effect mode will be described. The gaming machine 10 is configured to be able to set a production mode. The gaming machine 10 is configured to be able to execute a production according to the set production mode. There are multiple types of production modes that the gaming machine 10 can set. In the gaming machine 10, when it is not in the small win game or the big win game, it is set to any one of the multiple types of production modes. The production modes that the gaming machine 10 can set include a normal production mode, a special production mode, and a specific production mode. The normal production mode is set when the gaming state is in the normal state. The special production mode is set when the gaming state is in the normal state. The specific production mode is set when the gaming state is in the time-saving state.
[0096] As shown in FIGS. 5(a) to 5(c), on the production display device 12, a background image corresponding to the type of production mode is displayed, and a stage name image corresponding to the background image is displayed. Also, on the production display device 12, the production symbols DZ1 to DZ3 are displayed in different display modes according to the type of production mode. In this embodiment, the shape (design) of the production symbol is different according to the type of production mode. On the other hand, on the production display device 12, the specific symbols DZ4 and DZ5 are displayed in the same display mode regardless of the type of production mode. In this way, in the gaming machine 10, although the display mode of the production game is different according to the type of production mode, the display mode of the specific game is not different.
[0097] FIG. 5(a) shows an example of the display content of the production display device 12 when the normal production mode is set. When the normal production mode is set, on the production display device 12, a background image MH1 simulating land is displayed, and a stage name image SJ1 called "land stage" is displayed. Note that when the normal production mode is set, on the production display device 12, a production game corresponding to the first special game can be executed. Further, on the production display device 12, the first specific game and the second specific game can be executed.
[0098] FIG. 5(b) shows an example of the display content of the effect display device 12 when the special effect mode is set. When the special effect mode is set, the effect display device 12 displays a background image MH2 imitating the sky and a stage name image SJ2 saying "Empty Stage". Note that when the special effect mode is set, an effect game corresponding to the first special game can be executed on the effect display device 12. When the special effect mode is set, an effect game corresponding to the second special game can be executed on the effect display device 12. Further, the first specific game and the second specific game can be executed on the effect display device 12.
[0099] FIG. 5(c) shows an example of the display content of the effect display device 12 when the specific effect mode is set. When the specific effect mode is set, the effect display device 12 displays a background image MH3 imitating the universe and a stage name image SJ3 saying "Universe Stage". Note that when the specific effect mode is set, an effect game corresponding to the second special game can be executed on the effect display device 12. Further, the first specific game and the second specific game can be executed on the effect display device 12.
[0100] The processing related to the effect mode performed by the sub-CPU 50a will be described. The sub-CPU 50a is configured to be able to set the effect mode by updating the mode information stored in the sub-RAM 50c. When in the normal state, the sub-CPU 50a sets either the normal effect mode or the special effect mode. When in the time-saving state, the sub-CPU 50a sets the specific effect mode.
[0101] Specifically, when the jackpot game ends, the sub-CPU 50a sets the specific effect mode. After that, when the sub-CPU 50a transitions from the time-saving state to the normal state, it sets the special effect mode. That is, when the sub-CPU 50a transitions from the time-saving state to the normal state, it changes from the specific effect mode to the special effect mode. Note that the sub-CPU 50a changes from the specific effect mode to the special effect mode during the interval time after the end of the second special game in which the number of executions of the second special game after the end of the jackpot game reaches the specified number (in this embodiment, 50 times). For this reason, the specific effect mode is set when in the time-saving state, but is also set during a part of the period when in the normal state when transitioning from the time-saving state to the normal state. In the following description, the special effect mode set along with the transition from the time-saving state to the normal state is referred to as the "first special effect mode".
[0102] After setting the first special effect mode, each time the first special game is started, the sub-CPU 50a counts the number of executions of the first special game after setting the first special effect mode by updating the value of the execution counter stored in the sub-RAM 50c. When the first special game in which the number of executions of the first special game after setting the first special effect mode reaches the first execution number (in this embodiment, 20 times) ends, the sub-CPU 50a sets the normal effect mode. That is, when the first special game of the first execution number is executed while the first special effect mode is set, the sub-CPU 50a changes from the first special effect mode to the normal effect mode. In this way, in the gaming machine 10, the effect mode may be changed even when the gaming state does not transition.
[0103] When the sub-CPU 50a does not grant a big win game after the end of a small win game, it sets a special effect mode when the small win game ends. In the following description, the special effect mode set along with the end of the small win game is referred to as the "second special effect mode". After setting the second special effect mode, the sub-CPU 50a updates the value of the execution counter stored in the sub-RAM 50c each time the first special game is started, thereby counting the number of executions of the first special game after setting the second special effect mode. When the first special game ends in which the number of executions of the first special game after setting the second special effect mode reaches the same second execution count (20 times in this embodiment) as the first execution count, the sub-CPU 50a sets the normal effect mode. That is, when the first special game of the second execution count is executed while the second special effect mode is set, the sub-CPU 50a changes from the second special effect mode to the normal effect mode.
[0104] When the second special game is executed while the second special effect mode is set, the sub-CPU 50a controls the effect display device 12 to execute an effect game corresponding to the second special game. As described above, in the gaming machine 10, it is difficult for a game ball to enter the second start port 15 in the normal state. Therefore, the situation where the second special game is executed while the second special effect mode is set is a situation where the second special game is reserved before a small win game is granted and when the time reduction state is on, and the reserved second special game is executed after the small win game ends. When the first special game is executed while the second special effect mode is set, the sub-CPU 50a controls the effect display device 12 to execute an effect game corresponding to the first special game.
[0105] When the sub-CPU 50a sets the second special effect mode, it controls the effect device to execute a notification (hereinafter referred to as the left-shot notification) that can specify the recommended launching intensity of the game balls when it is in the normal state, not during the small-win game and the big-win game. That is, when the big-win game is not given when the small-win game ends, the sub-CPU 50a controls the effect device to execute the left-shot notification that prompts to make a left shot. In the present embodiment, the left-shot notification corresponds to a special notification. When a predetermined time elapses after the sub-CPU 50a starts the left-shot notification, it controls the effect device to end the left-shot notification.
[0106] When the first special effect mode is set, even if the second special game is executed, the sub-CPU 50a does not execute the effect game corresponding to the second special game. The situation where the second special game is executed when the first special effect mode is set is a situation where the execution of the second special game is postponed when in the time-saving state, and the postponed second special game is executed after the transition from the time-saving state to the normal state. When the first special effect mode is set and the first special game is executed, the sub-CPU 50a controls the effect display device 12 to execute the effect game corresponding to the first special game. Therefore, when the first special effect mode is set, even if the second special game is executed, no effect game is executed, so the reach effect cannot be executed either. Also, even if the sub-CPU 50a sets the first special effect mode, it does not execute the left-shot notification. That is, when transitioning from the time-saving state to the normal state, the sub-CPU 50a does not execute the left-shot notification.
[0107] When the second special game is executed while the first special effect mode is set, the sub-CPU 50a controls the effect display device 12 to execute a hitting effect as an effect that suggests or notifies whether a small win game is given instead of the effect game. That is, the hitting effect is an effect that can specify whether a small win game is given. The hitting effect will be described in detail later. The hitting effect is a dedicated effect that is executed only when the second special game is executed while the first special effect mode is set. For example, the hitting effect cannot be executed when the first special effect mode is not set. The hitting effect cannot be executed when the first special game is executed.
[0108] Hereinafter, a specific example of the flow of the effect when the big win game is given after the small win game ends and a specific example of the flow of the effect when the big win game is not given after the small win game ends will be described.
[0109] As shown in FIG. 6(a), during the small win round game, the effect display device 12 executes a right hitting notification and a small win round effect. When the right hitting notification is executed by the effect display device 12, an image MU1 imitating a right arrow and a character image MU2 of "right hitting" are displayed. When the small win round effect is executed by the effect display device 12, an image AG1 imitating the state of a rocket rising toward the universe is displayed.
[0110] As shown in FIG. 6(b), during the small win ending time, when the game ball passes through the specific area 29 in the small win round game, the effect display device 12 executes a success effect. When the success effect is executed by the effect display device 12, a character image AG2 of "Success!" is displayed. Also, the right hitting notification is continuously executed by the effect display device 12.
[0111] As shown in FIG. 6(c), during the jackpot round game after the winning game ends with the game ball passing through the specific area 29, in the effect display device 12, the jackpot round effect and are executed. When the jackpot round effect is executed in the effect display device 12, an image AG3 imitating the movement of a rocket is displayed. Also, in the effect display device 12, the right hitting notification is continuously executed.
[0112] As shown in FIG. 6(d), during the small win ending time, in the effect display device 12, when the game ball does not pass through the specific area 29 in the small win round game, a failure effect is executed. When the failure effect is executed in the effect display device 12, a character image AG4 saying "Failure..." is displayed. Also, in the effect display device 12, the right hitting notification is continuously executed.
[0113] As shown in FIG. 6(e), during the execution of the second special game after the winning game ends without the game ball passing through the specific area 29, in the effect display device 12, an effect game and a second specific game are executed. Also, in the effect display device 12, a left hitting notification is executed. When the left hitting notification is executed in the effect display device 12, an image HU1 imitating a left arrow and a character image HU2 saying "Left hitting" are displayed.
[0114] Next, a specific example of the flow of the effect when a jackpot game is given after the winning game ends and then the time-saving state shifts to the normal state will be described. As shown in FIG. 7(a), during the jackpot game, in the effect display device 12, the same effect as in FIG. 6(c) is executed.
[0115] As shown in FIG. 7(b), during the execution of the second special game after the jackpot game ends, in the effect display device 12, an effect game and a second specific game are executed. When the first special game is executed after the jackpot game ends, in the effect display device 12, the first specific game is executed while the effect game is not executed.
[0116] As shown in FIG. 7(c), during the execution of the second special game after the transition from the time-saving state to the normal state, in the effect display device 12, while the second specific game is being executed, the effect game is not executed. When the second special game starts after the transition from the time-saving state to the normal state, the effect display device 12 executes a launch effect. When the effect display device 12 executes the launch effect, an image UE1 simulating the state before the rocket is launched is displayed. As shown in FIG. 7(f), when the first special game is executed after the transition from the time-saving state to the normal state, in the effect display device 12, the effect game and the first specific game are executed. Even if the first special game starts after the transition from the time-saving state to the normal state, the effect display device 12 does not start the launch effect.
[0117] As shown in FIG. 7(d), when a losing symbol is derived in the ongoing second special game after the start of the launch effect, the effect display device 12 continuously displays the image UE1. For example, when the launch effect starts in a state where the execution of a plurality of second special games is pending, and a losing symbol is derived in all of the plurality of second special games, the effect display device 12 displays the image UE1 across the execution of the plurality of second special games.
[0118] As shown in FIG. 7(e), when a winning symbol is derived in the ongoing second special game after the start of the launch effect, the effect display device 12 displays an image UE2 simulating the state of the rocket being launched. For example, when the launch effect starts in a state where the execution of a plurality of second special games is pending, and a winning symbol is derived in any one of the plurality of second special games, the effect display device 12 displays the image UE1 until the second special game in which the winning symbol is derived is executed, and then displays the image UE2.
[0119] The process related to the execution of the launch effect performed by the sub-CPU 50a will be described. When the sub-CPU 50a changes from the specific effect mode to the first special effect mode, if the execution of the second special game is suspended, the sub-CPU 50a controls the effect display device 12 to display the image UE1 when the second special game starts. That is, the sub-CPU 50a starts the launch effect. When the sub-CPU 50a changes from the specific effect mode to the first special effect mode and the execution of the second special game is not suspended, the sub-CPU 50a does not start the launch effect. The sub-CPU 50a does not start the launch effect in a situation different from when it changes from the specific effect mode to the first special effect mode. For example, when the first special game is executed in the normal state, the sub-CPU 50a does not start the launch effect.
[0120] After starting the launch effect, the sub-CPU 50a controls the effect display device 12 to display the image UE1 during the execution of the second special game in which the losing symbol is derived. After starting the launch effect, the sub-CPU 50a controls the effect display device 12 to display the image UE2 during the execution of the second special game in which the winning symbol is derived.
[0121] After starting the launch effect, when the winning symbol is derived in the second special game, or when the second special game ends after the second special hold count becomes 0, the sub-CPU 50a controls the effect display device 12 to end the launch effect.
[0122] Next, the effects executed when the winning game is granted will be described. Fig. 8(a) shows an example when a game ball passes through the specific area 29 in a small hit round game. Assume that at time t10, in the gaming machine 10, the second special game starts when in the time-saving state. Then, assume that at time t11, in the gaming machine 10, the second special game ends. In this second special game, assume that a symbol Zc, which is an example of a small hit symbol, is derived. In the gaming machine 10, between time t10 and time t11, a performance game and a second specific game are executed. Then, in the gaming machine 10, at time t12 when an interval time has elapsed, a small hit game Ka starts. In the gaming machine 10, with the start of the small hit game Ka, the gaming state shifts from the time-saving state to the normal state. Note that in the gaming machine 10, assume that there is one or more second special holds before the small hit game Ka starts (for example, at time t11).
[0123] At time t13 when the small hit round game starts, in the gaming machine 10, the right hit notification starts. At time t14, assume that in the gaming machine 10, the specific passage sensor SE5 detects the game ball because the game ball has passed through the specific area 29. As a result, at time t15 when the small hit ending time starts, in the gaming machine 10, a successful performance starts. Then, at time t16, in the gaming machine 10, the small hit game Ka ends and the big hit game Ma starts. At time t16, in the gaming machine 10, with the end of the small hit game Ka, the successful performance ends. Then, at time t17, in the gaming machine 10, the big hit game Ma ends. In the gaming machine 10, with the end of the big hit game Ma, the gaming state shifts from the normal state to the time-saving state. Also, in the gaming machine 10, with the end of the big hit game Ma, the right hit notification ends. And at time t17, in the gaming machine 10, the second special game held before the small hit game Ka starts.
[0124] FIG. 8(b) shows an example when the game ball does not pass through the specific area 29 in the small hit round game. At time t20, it is assumed that the second special game has started while the game machine 10 is in the time shortening state. Thereafter, at time t21, it is assumed that the second special game has ended in the game machine 10. In this second special game, it is assumed that a symbol Zc, which is an example of a small hit symbol, has been derived. In the game machine 10, between time t20 and time t21, a production game and a second specific game are executed. Thereafter, in the game machine 10, at time t22 when the interval time has elapsed, the small hit game Ka starts. In the game machine 10, with the start of the small hit game Ka, the game state shifts from the time shortening state to the normal state. Note that in the game machine 10, it is assumed that there is one or more second special hold numbers before the small hit game Ka starts (for example, at time t21).
[0125] When the small hit round game starts at time point t23, the gaming machine 10 starts the right hitting notification. In the small hit round game from time point t23 to time point t24, it is assumed that the specific passage sensor SE5 does not detect the game ball because the game ball has not passed through the specific area 29 in the gaming machine 10. As a result, at the time point t24 when the small hit ending time starts, the gaming machine 10 starts the failure effect. After that, at time point t25, the small hit game Ka ends in the gaming machine 10. At time point t25, in the gaming machine 10, along with the end of the small hit game Ka, the failure effect ends. Also, in the gaming machine 10, along with the end of the small hit game Ka, the right hitting notification ends. Thus, when the failure effect is executed in the small hit game, the right hitting notification starts before the failure effect is started, and the right hitting notification continues to be executed even after the failure effect is started. Also, at time point t25, in the gaming machine 10, the second special game held before the small hit game Ka starts starts. And at time point t25, the gaming machine 10 starts the left hitting notification. At the time point t26 when a predetermined time has elapsed after the left hitting notification starts, the left hitting notification ends in the gaming machine 10. Thus, when the second special game is executed in the situation where the small hit game ends without the specific passage sensor SE5 detecting the game ball in the small hit game, the left hitting notification is executed.
[0126] Next, the effects executed in the situation where the normal state is entered while the execution of the second special game is on hold will be described. In the gaming machine 10, when it enters the normal state while the execution of the second special game is on hold, the second special game can be executed in the normal state. As described above, the gaming machine 10 is configured to be able to let the game ball enter the second starting port 15 when it is in the time-saving state. Therefore, in the gaming machine 10, the situation where it enters the normal state while the execution of the second special game is on hold is the situation where it enters the normal state after the execution of the second special game is on hold when it is in the time-saving state and before the second special game is executed.
[0127] In this embodiment, in a situation where the normal state is entered while the execution of the second special game is suspended, there is a situation where the small win game ends while the execution of the second special game is suspended and the big win game is not awarded. That is, in a situation where the normal state is entered while the execution of the second special game is suspended, there is a situation where the specific passage sensor SE5 does not detect the game ball in the small win game and the small win game ends, and this situation corresponds to the first situation.
[0128] Also, in this embodiment, in a situation where the normal state is entered while the execution of the second special game is suspended, there is a situation where the number of executions of the second special game after the end of the big win game reaches the specified number (a predetermined condition is satisfied) while the execution of the second special game is suspended. That is, in a situation where the normal state is entered while the execution of the second special game is suspended, there is a situation where the specific passage sensor SE5 detects the game ball in the small win game, the big win game is awarded when the small win game ends, and after the big win game ends, there is a situation where it is possible to shift from the time-saving state to the normal state as the predetermined condition is satisfied, and this situation corresponds to the second situation.
[0129] FIGS. 9(a) and 9(b) show an example of the effect executed when the second special game is executed in the first situation. FIG. 9(a) shows an example of a case where a losing symbol is derived in the plurality of second special games after the small hit game ends while the execution of the plurality of second special games is suspended. At time point t30, it is assumed that the second special game has started in the gaming machine 10 when it is in the time-saving state. At time point t31, it is assumed that the second special game has ended in the gaming machine 10. In this second special game, it is assumed that a symbol Zc, which is an example of a small hit symbol, has been derived. In the gaming machine 10, between time point t30 and time point t31, a production game and a second specific game are executed. Thereafter, in the gaming machine 10, at time point t32 when the interval time has elapsed, the small hit game Ka starts. In the gaming machine 10, with the start of the small hit game Ka, the gaming state shifts from the time-saving state to the normal state. Note that in the gaming machine 10, before the small hit game Ka starts (for example, at time point t31), it is assumed that there are two second special hold counts.
[0130] Thereafter, at time point t33, it is assumed that in the gaming machine 10, the small hit game Ka has ended without the specific passage sensor SE5 detecting the game ball in the small hit round game. And at time point t33, in the gaming machine 10, the second special game held before the small hit game Ka starts starts. At time point t34, it is assumed that the second special game has ended in the gaming machine 10. In this second special game, it is assumed that a symbol Za, which is an example of a losing symbol, has been derived. In the gaming machine 10, between time point t33 and time point t34, a production game and a second specific game are executed.
[0131] Thereafter, in the gaming machine 10, at time point t35 when the interval time has elapsed, in the gaming machine 10, the second special game held before the small hit game Ka starts starts. At time point t36, it is assumed that the second special game has ended in the gaming machine 10. In this second special game, it is assumed that a symbol Zb, which is an example of a losing symbol, has been derived. In the gaming machine 10, between time point t35 and time point t36, a production game and a second specific game are executed.
[0132] After that, in the gaming machine 10, at time t37 when the interval time has elapsed, it is assumed that the first special game has started in the gaming machine 10. At time t38, it is assumed that the first special game has ended in the gaming machine 10. In this first special game, it is assumed that a symbol ZA, which is an example of a losing symbol, has been derived. In the gaming machine 10, an effect game and a first specific game are executed between time t37 and time t38.
[0133] From time t33 to time t38, in the gaming machine 10, a background image MH2 and a stage name image SJ2 are displayed on the effect display device 12. That is, in the gaming machine 10, after the small win game has ended, the same background image and stage name image are displayed when the second special game is executed and when the first special game is executed. Also, in the gaming machine 10, after the small win game has ended, an effect game and a specific game are executed regardless of whether the second special game or the first special game is executed. Note that in the gaming machine 10, no launch effect is executed regardless of whether the second special game or the first special game is executed after the small win game has ended.
[0134] FIG. 9(b) shows an example in which a winning symbol is derived in one of the plurality of second special games after the small win game has ended with the execution of the plurality of second special games being reserved. At time t40, it is assumed that the second special game has started in the gaming machine 10 when it is in the time shortening state. At time t41, it is assumed that the second special game has ended in the gaming machine 10. In this second special game, it is assumed that a symbol Zc, which is an example of a winning symbol, has been derived. In the gaming machine 10, an effect game and a second specific game are executed between time t40 and time t41. After that, in the gaming machine 10, at time t42 when the interval time has elapsed, the small win game Ka starts. In the gaming machine 10, with the start of the small win game Ka, the gaming state shifts from the time shortening state to the normal state. Note that in the gaming machine 10, before the small win game Ka starts (for example, at time t41), it is assumed that there are two second special reservation numbers.
[0135] Thereafter, at time t43, it is assumed that in the small hit round game, the specific passage sensor SE5 did not detect the game ball and the small hit game Ka ended. Then, at time t43, in the gaming machine 10, the second special game reserved before the start of the small hit game Ka starts. At time t44, it is assumed that in the gaming machine 10, the second special game ended. In this second special game, it is assumed that a symbol Za, which is an example of a losing symbol, was derived. In the gaming machine 10, between time t43 and time t44, a production game and a second specific game are executed.
[0136] Thereafter, in the gaming machine 10, at time t45 when the interval time has elapsed, in the gaming machine 10, the second special game reserved before the start of the small hit game Ka starts. At time t46, it is assumed that in the gaming machine 10, the second special game ended. In this second special game, it is assumed that a symbol Zc, which is an example of a small hit symbol, was derived. In the gaming machine 10, between time t45 and time t46, a production game and a second specific game are executed. Thereafter, in the gaming machine 10, at time t47 when the interval time has elapsed, the small hit game Ka starts.
[0137] From time t43 to time t46, in the gaming machine 10, a background image MH2 and a stage name image SJ2 are displayed on the production display device 12. Also, in the gaming machine 10, after the small hit game ends, whenever a losing symbol or a small hit symbol, which are special symbols, is derived in the second special game, a production game and a specific game are executed. In the gaming machine 10, after the small hit game ends, whenever any special symbol among symbols Za to Zf is derived in the second special game, a production game and a specific game are executed. Note that in the gaming machine 10, after the small hit game ends, whenever a losing symbol or a small hit symbol, which are special symbols, is derived in the second special game, a shooting-up effect is not executed. In the gaming machine 10, after the small hit game ends, whenever any special symbol among symbols Za to Zf is derived in the second special game, a shooting-up effect is not executed.
[0138] As described above, when the second special game is executed in the first situation, the production game is executed. And when a plurality of second special games are on hold in the first situation, the production game is executed for each one second special game. In the present embodiment, the production game corresponds to the first production. On the other hand, when the second special game is executed in the first situation, the launch effect is not executed. Also, when the first special game is executed after the second special game is executed in the first situation, the launch effect is not executed and the production game is executed. Both the production game and the launch effect are effects that suggest or notify whether a small hit game is granted. That is, both the production game and the launch effect are effects that can specify whether a small hit game is granted. In the present embodiment, when it is the first situation, by executing the production game, it is possible to enjoy whether a small hit game is granted. Further, when the second special game is executed in the first situation, the production game is executed and the specific game corresponding to the second special game is executed. Also, as shown in FIG. 8(b), when the second special game is executed in a situation where the specific passage sensor SE5 does not detect the game ball in the small hit game and the small hit game ends, the left hit notification is executed. That is, at time t33 in FIG. 9(a) and time t43 in FIG. 9(b), the left hit notification is started. Thus, when the second special game is executed in the first situation, the left hit notification is executed.
[0139] FIGS. 10(a) and 10(b) show an example of the effect executed when the second special game is executed in the second situation. FIG. 10(a) shows an example in which a losing symbol is derived in a plurality of second special games after the game machine has shifted from the time-saving state to the normal state while the execution of the plurality of second special games is suspended. At time t50, it is assumed that a second special game has started on the gaming machine 10 while in the time-saving state. At time t52, it is assumed that the second special game has ended on the gaming machine 10. In this second special game, it is assumed that a symbol Za, which is an example of a losing symbol, has been derived. On the gaming machine 10, an effect game and a second specific game are executed between time t50 and time t52. Thereafter, on the gaming machine 10, at time t53 before the interval time has elapsed, the effect mode is changed from the specific effect mode to the first special effect mode. As a result, on the gaming machine 10, a background image MH2 and a stage name image SJ2 are displayed on the effect display device 12. Note that on the gaming machine 10, it is assumed that there are two second special holds before shifting from the time-saving state to the normal state (for example, at time t51).
[0140] Thereafter, on the gaming machine 10, at time t54 when the interval time has elapsed, a second special game held before the gaming machine 10 shifts from the time-saving state to the normal state starts. At this time, a launch effect starts on the gaming machine 10. As a result, an image UE1 is displayed on the effect display device 12. At time t55, it is assumed that the second special game has ended on the gaming machine 10. In this second special game, it is assumed that a symbol Za, which is an example of a losing symbol, has been derived. On the gaming machine 10, a second specific game is executed between time t54 and time t55, while the effect game is not executed. Note that on the effect display device 12, the image UE1 displayed at time t54 is continuously displayed.
[0141] After that, in the gaming machine 10, at time t56 when the interval time has elapsed, the second special game held before the transition from the time-shortened state to the normal state starts in the gaming machine 10. Assume that at time t57, the second special game has ended in the gaming machine 10. Assume that in this second special game, a symbol Zb which is an example of a losing symbol has been derived. At this time, in the gaming machine 10, the launching effect ends. As a result, on the effect display device 12, the image UE1 is erased. In the gaming machine 10, while the second specific game is being executed between time t56 and time t57, the effect game is not executed.
[0142] After that, in the gaming machine 10, at time t58 when the interval time has elapsed, assume that the first special game has started in the gaming machine 10. Assume that at time t59, the first special game has ended in the gaming machine 10. Assume that in this first special game, a symbol ZA which is an example of a losing symbol has been derived. In the gaming machine 10, between time t58 and time t59, the effect game and the first specific game are executed.
[0143] From time t53 to time t59, in the gaming machine 10, the background image MH2 and the stage name image SJ2 are displayed on the effect display device 12. That is, in the gaming machine 10, after the transition from the time-shortened state to the normal state, the same background image and stage name image are displayed when the second special game is executed and when the first special game is executed. In the gaming machine 10, after the transition from the time-shortened state to the normal state, the effect game is not executed when the second special game is executed. On the other hand, in the gaming machine 10, after the transition from the time-shortened state to the normal state, the effect game is executed when the first special game is executed. In the gaming machine 10, after the transition from the time-shortened state to the normal state, the specific game is executed whenever either the second special game or the first special game is executed. In the gaming machine 10, after the transition from the time-shortened state to the normal state, the launching effect is executed when the second special game is executed. On the other hand, in the gaming machine 10, after the transition from the time-shortened state to the normal state, the launching effect is not executed when the first special game is executed.
[0144] Figure 10(b) shows an example of a case where a winning symbol is derived in one of the plurality of second special games after the game machine 10 has shifted from the time-saving state to the normal state while the execution of the plurality of second special games is pending. At time t60, it is assumed that a second special game has started when the game machine 10 is in the time-saving state. At time t62, it is assumed that the second special game has ended on the game machine 10. In this second special game, it is assumed that a symbol Za, which is an example of a losing symbol, has been derived. On the game machine 10, between time t60 and time t62, a performance game and a second specific game are executed. Thereafter, on the game machine 10, at time t63 before the interval time has elapsed, the performance mode is changed from the specific performance mode to the first special performance mode. As a result, on the game machine 10, a background image MH2 and a stage name image SJ2 are displayed on the performance display device 12. Note that on the game machine 10, it is assumed that there are two second special holds before shifting from the time-saving state to the normal state (for example, at time t61).
[0145] Thereafter, on the game machine 10, at time t64 when the interval time has elapsed, the second special game held before the game machine 10 shifts from the time-saving state to the normal state starts. At this time, on the game machine 10, a launch effect is started. As a result, an image UE1 is displayed on the performance display device 12. At time t65, it is assumed that the second special game has ended on the game machine 10. In this second special game, it is assumed that a symbol Za, which is an example of a losing symbol, has been derived. On the game machine 10, between time t64 and time t65, the second specific game is executed while the performance game is not executed. Note that on the performance display device 12, the image UE1 displayed at time t64 is continuously displayed.
[0146] Thereafter, in the gaming machine 10, at time t66 when the interval time has elapsed, a second special game held before the transition from the time-shortened state to the normal state starts in the gaming machine 10. It is assumed that at time t68, the second special game has ended in the gaming machine 10. In this second special game, it is assumed that a symbol Zc, which is an example of a small-win symbol, has been derived. In the effect display device 12, at time t67 when the second special game started at time t66 is being executed, the image UE1 is erased and the image UE2 is displayed. Then, at time t68, in the gaming machine 10, the launch effect ends. As a result, in the effect display device 12, the image UE2 is erased. In the gaming machine 10, while the second specific game is being executed between time t66 and time t68, the effect game is not executed. Thereafter, in the gaming machine 10, at time t69 when the interval time has elapsed, the small-win game Ka starts.
[0147] From time point t63 to time point t69, on the gaming machine 10, a background image MH2 and a stage name image SJ2 are displayed on the effect display device 12. After the gaming machine 10 transitions from the time-saving state to the normal state, in the second special game, no matter which special symbol, the losing symbol or the small winning symbol, is derived, no effect game is executed. After the gaming machine 10 transitions from the time-saving state to the normal state, in the second special game, no matter which special symbol among symbols Za to Zf is derived, no effect game is executed. After the gaming machine 10 transitions from the time-saving state to the normal state, in the second special game, no matter which special symbol, the losing symbol or the small winning symbol, is derived, a specific game is executed. After the gaming machine 10 transitions from the time-saving state to the normal state, in the second special game, no matter which special symbol among symbols Za to Zf is derived, a specific game is executed. After the gaming machine 10 transitions from the time-saving state to the normal state, in the second special game, no matter which special symbol, the losing symbol or the small winning symbol, is derived, a launch effect is executed. After the gaming machine 10 transitions from the time-saving state to the normal state, in the second special game, no matter which special symbol among symbols Za to Zf is derived, a launch effect is executed. In FIGS. 10(a) and 10(b), an example where the launch effect is executed across a plurality of second special games is shown. However, for example, when a small winning symbol is derived in the second special game started at time point t64 in FIG. 10(b), the launch effect ends without being executed across a plurality of second special games.
[0148] As described above, when the second special game is executed in the second situation, the launch effect is executed. And when a plurality of second special games are pending in the second situation, the launch effect can be executed across the plurality of second special games. In the present embodiment, the launch effect corresponds to the second effect. When the second special game is executed in the second situation, the effect game is not executed and the specific game is executed. In the present embodiment, when it is the second situation, by executing the launch effect, it is possible to enjoy whether or not a small win game is given. And when the first special game is executed after the second special game is executed in the second situation, the launch effect is not executed and the effect game is executed. Then, when the first special game is executed in the normal state, regardless of whether the first special effect mode or the normal effect mode is set for the effect mode, the launch effect is not executed and the effect game is executed. That is, when the first special game is executed in the normal state, the effect game is executed and the launch effect is not executed. Also, when the second special game is executed in a situation where it is possible to shift from the time shortening state to the normal state as the number of executions of the second special game after the end of the big win game reaches the specified number, the left hit notification is not executed. That is, at time t54 in FIG. 10(a) and at time t64 in FIG. 10(b), the left hit notification is not started. Thus, when the second special game is executed in the second situation, the left hit notification is not executed.
[0149] Here, when the second special game is executed in the first situation, in the gaming machine 10, the background image MH2 and the stage name image SJ2 are displayed on the effect display device 12, and the effect game and the specific game are executed. On the other hand, when the second special game is executed in the second situation, in the gaming machine 10, the background image MH2 and the stage name image SJ2 are displayed on the effect display device 12, and the launch effect and the specific game are executed. Thus, at least some of the effects executed on the effect display device 12 are different between when the second special game is executed in the first situation and when the second special game is executed in the second situation.
[0150] For example, as shown in FIGS. 9(a) and 10(a), when the second special game is executed in the first situation and when the second special game is executed in the second situation, if the special symbol derived in any of the second special games is a losing symbol, at least some of the effects executed by the effect display device 12 are different. That is, when the second special game is executed in the first situation and when the second special game is executed in the second situation, if a losing symbol is derived in the second special game, at least some of the effects executed by the effect display device 12 are different.
[0151] For example, as shown in FIGS. 9(b) and 10(b), when the second special game is executed in the first situation and when the second special game is executed in the second situation, if the special symbol derived in any of the second special games is a small winning symbol, at least some of the effects executed by the effect display device 12 are different. That is, when the second special game is executed in the first situation and when the second special game is executed in the second situation, if a small winning symbol is derived in the second special game, at least some of the effects executed by the effect display device 12 are different.
[0152] For example, as shown in FIGS. 9(a) and 10(a), when the second special game is executed in the first situation and when the second special game is executed in the second situation, when the special symbol derived in any of the second special games is symbol Za, at least some of the effects executed by the effect display device 12 are different. For example, as shown in FIGS. 9(b) and 10(b), when the second special game is executed in the first situation and when the second special game is executed in the second situation, when the special symbol derived in any of the second special games is the same symbol Zc, at least some of the effects executed by the effect display device 12 are different. Thus, when the second special game is executed in the first situation and when the second special game is executed in the second situation, when the special symbol derived in the second special game is the same, at least some of the effects executed by the effect display device 12 are different.
[0153] The effects of the embodiment will be described. (1) In the situation where the normal state is entered while the execution of the second special game is suspended, there are a first situation and a second situation. The first situation is a situation that can occur when the game ball does not pass through the specific area 29 in the small hit game even though it can pass through the specific area 29 in the small hit game. The second situation is a situation that can occur when the game ball passes through the specific area 29 in the small hit game. That is, the second situation is a situation that can normally occur if the player plays the game normally. On the other hand, the first situation is an exceptional situation that can occur when the player does not play the game normally. According to the present embodiment, even when the display results derived in the second special game are the same, at least some of the effects can be made different according to whether it is the first situation or the second situation, so that the effects can be executed according to the situation. In particular, the first situation is an exceptional situation where the big hit game is not awarded after the small hit game. In such an exceptional situation of the first situation, by executing an effect different from that in the second situation, which is a situation that can normally occur, an effect adapted to the exceptional situation can be executed. Thereby, according to the present embodiment, even if an exceptional situation occurs, for example, an effect without a sense of incongruity can be executed. Thus, according to the present embodiment, the effects can be executed according to the situation.
[0154] (2) When the second special game is executed in the first situation, the production game is executed in the same way as when the first special game is executed in the normal state. On the other hand, when the second special game is executed in the second situation, the production game is not executed. Thereby, when the second special game is executed in the first situation which is an exceptional situation, it can be made easier to understand that after the small hit game ends, it is controlled to the normal state without shifting to the time shortening state. Therefore, in the present embodiment, in the first situation which is an exceptional situation, it is possible to execute an effect without a sense of incongruity in the normal state without being misjudged as having shifted to the time shortening state after the end of the small hit game. Further, when the second special game is executed in the second situation, after shifting from the time shortening state to the normal state, it can be made easier to understand that the second special game is being executed and that the first special game is being executed, respectively, and the production game and the launch effect can be enjoyed respectively.
[0155] (3) When the second special game is executed in the first situation, left hitting notification is executed. On the other hand, when the second special game is executed in the second situation, left hitting notification is not executed. Thereby, according to the present embodiment, even if the first situation which is an exceptional situation occurs, it is possible to easily launch the game ball with the recommended launch intensity. On the other hand, according to the present embodiment, in the second situation which is a situation that can occur normally if the player is playing the game normally, it is considered that the player understands the recommended launch intensity even if the left hitting notification is not executed. For this reason, in the second situation, for example, it is possible to draw attention to an effect that suggests or notifies whether a small hit game is given, and the interest can be improved. Thus, according to the present embodiment, an effect can be executed according to the situation.
[0156] (4) The first situation is a situation where the player's mood deteriorates because a big win game is not awarded after the end of a small win game. On the other hand, the second situation is a situation where the player's mood deteriorates when the game transitions from a time-saving state to a normal state after a big win game is awarded after the end of a small win game. That is, the first situation is a situation where, although it also transitions to the normal state as in the second situation, the player's mood significantly deteriorates because a big win game was not awarded. According to the present embodiment, different effects can be executed when a small win game is awarded in the first situation and when a small win game is awarded in the second situation. Thereby, according to the present embodiment, depending on whether it is the first situation or the second situation, for example, effects that make the player expect that a small win game will be awarded can be made different. Therefore, according to the present embodiment, in the first situation and the second situation, an effect along with the player's mood at that time can be executed, and the deteriorated player's mood can be improved. In this way, according to the present embodiment, an effect can be executed according to the game situation.
[0157] (5) When the second special game is executed in the first situation, the production game is executed and the specific game is executed. On the other hand, when the second special game is executed in the second situation, the production game is not executed and the specific game is executed. According to the present embodiment, in both the first situation and the second situation, when the second special game is executed, it is possible to recognize that the second specific game is being executed by the execution of the specific game. And, according to the present embodiment, depending on whether the production game is executed or not, the way of enjoying can be made different according to the situation when the second special game is executed. The first situation is an exceptional situation where the jackpot game is not awarded after the small win game ends. Even if such an exceptional situation of the first situation occurs, according to the present embodiment, since the production game is executed, it is possible to make it easier to recognize that the second special game is being executed. On the other hand, the second situation is a situation that can occur normally if the player is playing the game normally. According to the present embodiment, when the second special game is executed in the second situation, since the production game is not executed, it is possible to provide a way of enjoying by focusing on the specific game. Thus, according to the present embodiment, the production can be executed according to the situation of the game.
[0158] (6) According to the present embodiment, the right hitting notification continues to be executed even after the failure production that can specify that the small win game ends without the game ball being detected by the specific passage sensor SE5 is started. Thereby, according to the present embodiment, it is possible to make it easier to understand that the small win game ends without the game ball being detected by the specific passage sensor SE5 due to the fact that the game ball is not launched at the launch intensity recommended in the small win game. Therefore, according to the present embodiment, for example, when the next small win game is awarded, it is possible to make it easier to launch the game ball at the launch intensity recommended in the small win game.
[0159] (7) The first situation is a situation where the player's mood deteriorates because a big win game is not given after the small win game ends. On the other hand, the second situation is a situation where the player's mood deteriorates when the game shifts from the time-saving state to the normal state after a big win game is given after the small win game ends. That is, the first situation is a situation where, although it also shifts to the normal state as in the second situation, the big win game was not given, and the player's mood significantly deteriorates. According to the present embodiment, different effects can be executed when the small win game is not given in the first situation and when the small win game is not given in the second situation. Thereby, according to the present embodiment, depending on whether it is the first situation or the second situation, for example, the effects suggesting or notifying that the small win game is not given can be made different. For example, the effect suggesting or notifying that the small win game is not given suggests or notifies that the small win game is not given finally while making the player expect whether the small win game will be given or not. For this reason, the effect suggesting or notifying that the small win game is not given can improve the player's interest while finally being able to deteriorate the player's mood. Therefore, according to the present embodiment, in the first situation and the second situation, an effect along with the player's mood at that time can be executed. Thus, according to the present embodiment, an effect can be executed according to the game situation.
[0160] (8) When a plurality of second special games are on hold in the first situation, a production game is executed for each second special game. On the other hand, when a plurality of second special games are on hold in the second situation, a launching production is executed across the plurality of second special games. Thus, in the gaming machine 10, even in the same situation where a plurality of second special games are executed in the normal state, there are cases where a production game is executed for each second special game and cases where a launching production is executed across the plurality of second special games. In the first situation, since a production game is executed for each second special game, it is possible to execute a production that does not feel out of place in the normal state. On the other hand, in the second situation, since a launching production is executed across the plurality of second special games, it is easier to make it understood that the second special game on hold is being executed in the time-saving state. Thus, according to the present embodiment, it is possible to execute a production according to the situation of the game.
[0161] (9) When the first special game is executed after the transition from the time-saving state to the normal state, it is possible to execute the same production as when the second special game is executed after the end of the small win game. And when the second special game is executed after the transition from the time-saving state to the normal state, a production different from that when the first special game is executed after the transition from the time-saving state to the normal state is executed. Thereby, in the present embodiment, it is possible to create a special feeling for the launching production executed when the second special game is executed in the second situation. Also, in the present embodiment, after being controlled from the time-saving state to the normal state, it is possible to make it easier to understand that the second special game is being executed and that the first special game is being executed.
[0162] When the second special game is executed in the first situation, the same effect as when the first special game is executed in the situation controlled in the normal state is executed, but the winning game is more likely to be given than when the first special game is executed in the situation controlled in the normal state. Thus, according to the present embodiment, it is possible to execute an effect without a sense of incongruity in the normal state and to give an expectation to the second special game after the small winning game ends. Further, according to the present embodiment, when the launching effect is executed, although it is controlled from the time-saving state to the normal state, it is possible to give an expectation for the winning game to be given.
[0163] The above embodiment can be implemented with the following modifications. The above embodiment and the following modification examples can be implemented in combination with each other as long as they do not technically conflict with each other. · When the second special game is executed in the first situation and when the second special game is executed in the second situation, even if the special symbol derived in any of the second special games is a losing symbol, the effect executable on the effect display device 12 may be the same effect. For example, when the second special game is executed in the first situation and when the second special game is executed in the second situation, even if the special symbol derived in any of the second special games is a losing symbol, one or both of the effect game and the launching effect may be executable. For example, when the second special game is executed in the first situation and when the second special game is executed in the second situation, even if the special symbol derived in any of the second special games is a losing symbol, one or both of the effect game and the launching effect may not be executed. That is, when the second special game is executed in the first situation and when the second special game is executed in the second situation, even if a losing symbol is derived in the second special game, the effect executed on the effect display device 12 may be the same effect.
[0164] · When the second special game is executed in the first situation and when the second special game is executed in the second situation, even if the special symbol derived in any of the second special games is a winning symbol, the effects executable on the effect display device 12 may be the same effect. For example, when the second special game is executed in the first situation and when the second special game is executed in the second situation, even if the special symbol derived in any of the second special games is a winning symbol, one or both of the effect game and the hit effect may be executable. For example, when the second special game is executed in the first situation and when the second special game is executed in the second situation, even if the special symbol derived in any of the second special games is a winning symbol, one or both of the effect game and the hit effect may not be executed. That is, when the second special game is executed in the first situation and when the second special game is executed in the second situation, even if a winning symbol is derived in the second special game, the effect executed on the effect display device 12 may be the same effect.
[0165] · When the second special game is executed in the first situation and when the second special game is executed in the second situation, even if the special symbol derived in the second special game is the same, the effects executable on the effect display device 12 may be the same effect. For example, when the second special game is executed in the first situation and when the second special game is executed in the second situation, if the special symbol derived in any of the second special games is symbol Za, one or both of the effect game and the hit effect may be executable. For example, when the second special game is executed in the first situation and when the second special game is executed in the second situation, if the special symbol derived in any of the second special games is symbol Za, one or both of the effect game and the hit effect may not be executed. That is, when the second special game is executed in the first situation and when the second special game is executed in the second situation, even if the special symbol derived in the second special game is the same, the effect executed on the effect display device 12 may be the same effect.
[0166] · The stage name image may not be displayed. Even in this case, the background image may be displayed. · In the first special effect mode and the second special effect mode, different background images and stage name images may be displayed. In this case, when the second special game is executed in the first situation, the second special effect mode may be set. And when the first special game is executed after the second special game is executed in the first situation, the second special effect mode may also be set. That is, when all the second special games whose execution is pending in the first situation are completed, the background image and the stage name image may not be changed. On the other hand, when the second special game is executed in the second situation, the first special effect mode may be set. And when the first special game is executed after the second special game is executed in the second situation, the second special effect mode may also be set. That is, when all the second special games whose execution is pending in the second situation are completed, the background image and the stage name image may be changed.
[0167] · When the second special game is executed in the first situation, it may be possible to display a reservation image corresponding to the second special game whose execution is pending (the second special game in reservation). In the effect display device 12, reservation images corresponding to the number of the second special reservations may be displayed. For example, when the number of the second special reservations is 3, three reservation images may be displayed in the effect display device 12. In this way, when the second special game is executed in the first situation, an image capable of specifying the number of the second special games whose execution is pending may be displayed. On the other hand, when the second special game is executed in the second situation, it may not be possible to display a reservation image corresponding to the second special game whose execution is pending (the second special game in reservation). That is, when the second special game is executed in the second situation, an image capable of specifying the number of the second special games whose execution is pending may not be displayed.
[0168] · When the second special game is executed in the second situation, it may be possible to display a hold image corresponding to the second special game whose execution is on hold (the second special game on hold). In the effect display device 12, a hold image corresponding to the number of second special holds may be displayed. Thus, when the second special game is executed in the first situation, an image capable of specifying the number of second special games whose execution is on hold may be displayed. On the other hand, when the second special game is executed in the first situation, it may not be possible to display a hold image corresponding to the second special game whose execution is on hold (the second special game on hold). That is, when the second special game is executed in the first situation, an image capable of specifying the number of second special games whose execution is on hold may not be displayed.
[0169] · When the second special game is executed in the first situation, it may be possible to display a hold image corresponding to the second special game whose execution is on hold (the second special game on hold). When the second special game is executed in the second situation, it may be possible to display a hold image corresponding to the second special game whose execution is on hold (the second special game on hold). That is, when the second special game is executed in the first situation and when the second special game is executed in the second situation, an image capable of specifying the number of second special games whose execution is on hold may be displayed.
[0170] · When the second special game is executed in the first situation, separately from the effect game and the specific game, it may be possible to display an in-execution image corresponding to the second special game being executed. The in-execution image may be an image capable of specifying that the second special game is in execution. On the other hand, when the second special game is executed in the second situation, it may not be possible to display an in-execution image corresponding to the second special game being executed. That is, when the second special game is executed in the first situation, the in-execution image may be displayed. On the other hand, when the second special game is executed in the second situation, the in-execution image may not be displayed.
[0171] · When the second special game is executed in the second situation, an in - progress image corresponding to the currently - executing second special game may be displayed separately from the production game and the specific game. The in - progress image may be an image that can identify that the second special game is in progress. On the other hand, when the second special game is executed in the first situation, it may not be possible to display an in - progress image corresponding to the currently - executing second special game. That is, when the second special game is executed in the second situation, the in - progress image may be displayed. On the other hand, when the second special game is executed in the first situation, the in - progress image may not be displayed.
[0172] · When the second special game is executed in the first situation, an in - progress image corresponding to the currently - executing second special game may be displayed separately from the production game and the specific game. Also, when the second special game is executed in the second situation, an in - progress image corresponding to the currently - executing second special game may be displayed separately from the production game and the specific game. That is, when the second special game is executed in the first situation, the in - progress image may be displayed. Also, when the second special game is executed in the second situation, the in - progress image may be displayed.
[0173] · When the second special game is executed in the second situation, information related to a win (hereinafter referred to as win-related information) may be displayed. For example, when the transition is made from the time-saving state to the normal state while the execution of a plurality of second special games is pending, the win-related information may be displayed on the effect display device 12 until the execution of all of the plurality of second special games is completed. In the effect display device 12, when the small win game starts, the win-related information may be made non-displayed. The win-related information may include win number information capable of specifying the number of game media acquired in one or a plurality of win games. The win number information may be information capable of specifying the number of game media acquired in the small win games and the big win games given from when the small win game is given in the normal state until the transition from the time-saving state to the normal state. The win-related information may include big win number information capable of specifying the number of times of big win games given from when the small win game is given in the normal state until the transition from the time-saving state to the normal state. The big win number information is the so-called consecutive jackpot number of times. The effect display device 12 may display the win-related information when the image UE1 is being displayed as the launch effect. On the other hand, the effect display device 12 may make the win-related information non-displayed when the image UE2 is being displayed as the launch effect. That is, in the effect display device 12, the win-related information may be made non-displayed during the execution of the second special game in which the small win symbol is derived. When the second special game is executed in the first situation, the win-related information may not be displayed. Thus, when the second special game is executed in the second situation, the win-related information may be displayed. On the other hand, when the second special game is executed in the first situation, the win-related information may not be displayed.
[0174] · The sub-CPU 50a may execute a preview effect related to the performance game. When the sub-CPU 50a executes the preview effect, it controls the effect display device 12 to execute the preview effect. The preview effect is an effect that suggests or notifies the probability (small hit probability) that the ongoing special game will be a small hit. The sub-CPU 50a may execute the preview effect when executing the performance game, while it may not execute the preview effect when executing the launch effect. In this modification example, the preview effect corresponds to the first effect.
[0175] · In the effect display device 12, the shapes (designs) of the effect symbols DZ1 to DZ3 are displayed differently according to the type of the effect mode, but it is not limited to this. In the effect display device 12, instead of or in addition to the shapes of the effect symbols DZ1 to DZ3, the display areas of the effect symbols DZ1 to DZ3 may be displayed differently according to the type of the effect mode. In the effect display device 12, instead of or in addition to the shape of the effect symbol, the display positions of the effect symbols DZ1 to DZ3 may be displayed differently according to the type of the effect mode. That is, the effect display device 12 may display the display mode of the performance game differently according to the type of the effect mode. In the gaming machine 10, the set effect mode may be specified according to the display mode of the performance game.
[0176] · The effect display device 12 may display the display mode of the performance game differently when the second special game is executed in the second special effect mode and when the first special game is executed in the second special effect mode.
[0177] · The effect display device 12 may display the shapes (designs) of the effect symbols DZ1 to DZ3 to be the same regardless of the type of the effect mode. That is, the effect display device 12 may display the display mode of the performance game to be the same regardless of the type of the effect mode. The set effect mode may not be specified according to the display mode of the performance game.
[0178] ·In the effect display device 12, the shapes (designs) of the specific symbols DZ4 and DZ5 may be displayed differently according to the type of the effect mode. In the effect display device 12, the display areas of the specific symbols DZ4 and DZ5 may be displayed differently according to the type of the effect mode. In the effect display device 12, the display positions of the specific symbols DZ4 and DZ5 may be displayed differently according to the type of the effect mode. That is, the effect display device 12 may display the display modes of the specific games differently according to the type of the effect mode. In the gaming machine 10, the set effect mode may be specified according to the display mode of the specific game.
[0179] ·After setting the second special effect mode, the sub-CPU 50a may count the number of executions of the first special game and the second special game after setting the second special effect mode by updating the value of the execution counter stored in the sub-RAM 50c each time the first special game and the second special game are started. When the special game in which the number of executions of the first special game and the second special game after setting the second special effect mode reaches the second number of executions ends, the sub-CPU 50a may set the normal effect mode. That is, when the total number of executions of the first special game and the second special game reaches the second number of executions while the second special effect mode is set, the sub-CPU 50a may change from the second special effect mode to the normal effect mode. On the other hand, when the number of executions of the first special game reaches the first number of executions while the first special effect mode is set, the sub-CPU 50a may change from the first special effect mode to the normal effect mode. Therefore, when the number of the second special games whose executions are pending is the same in the first situation and the second situation, the number of times the first special game that can be executed in the special effect mode is different. When the number of the second special games whose executions are pending is the same in the first situation and the second situation, the number of times the first special game that can be executed in the special effect mode is larger when the first special game is executed after the second special game is executed in the second situation than when the first special game is executed after the second special game is executed in the first situation.
[0180] · After setting the first special effect mode, the sub-CPU 50a may count the number of executions of the first special game and the second special game after setting the first special effect mode by updating the value of the execution counter stored in the sub-RAM 50c each time the first special game and the second special game are started. When a special game in which the number of executions of the first special game and the second special game after setting the first special effect mode reaches the first number of executions ends, the sub-CPU 50a may set the normal effect mode. That is, when the total number of executions of the first special game and the second special game reaches the first number of executions while the first special effect mode is set, the sub-CPU 50a may change from the first special effect mode to the normal effect mode. On the other hand, when the number of executions of the first special game reaches the second number of executions while the second special effect mode is set, the sub-CPU 50a may change from the second special effect mode to the normal effect mode. Therefore, when the number of second special games held in execution in the first situation and the second situation is the same, the number of times the first special game that can be executed in the special effect mode is different. When the number of second special games held in execution in the first situation and the second situation is the same, the number of times the first special game that can be executed in the special effect mode is greater when the first special game is executed after the second special game is executed in the first situation than when the first special game is executed after the second special game is executed in the second situation.
[0181] · The first number of executions and the second number of executions may be changed as appropriate. The first number of executions and the second number of executions may be different numbers. For example, the first number of executions may be greater than the second number of executions. For example, the first number of executions may be less than the second number of executions.
[0182] · When the sub-CPU 50a inputs a small win opening command, it may control the effect device to start the right hit notification. · The right hit notification may be executed in the decoration lamp LA instead of or in addition to the effect display device 12. The right hit notification may be executed in the speaker SP instead of or in addition to the effect display device 12.
[0183] ·The left turn notification may be executed in the decorative lamp LA instead of or in addition to the effect display device 12. The left turn notification may be executed in the speaker SP instead of or in addition to the effect display device 12.
[0184] ·The launch effect may be executed in the decorative lamp LA instead of or in addition to the effect display device 12. The launch effect may be executed in the speaker SP instead of or in addition to the effect display device 12.
[0185] ·The effect game may be executed in the decorative lamp LA instead of or in addition to the effect display device 12. The effect game may be executed in the speaker SP instead of or in addition to the effect display device 12.
[0186] ·The success effect may be executed in the decorative lamp LA instead of or in addition to the effect display device 12. The success effect may be executed in the speaker SP instead of or in addition to the effect display device 12.
[0187] ·The failure effect may be executed in the decorative lamp LA instead of or in addition to the effect display device 12. The failure effect may be executed in the speaker SP instead of or in addition to the effect display device 12.
[0188] ·The right turn notification executed during the small win game and the right turn notification executed during the big win game may be executed in different notification modes. For example, the right turn notification executed during the small win game may be executed in a notification mode with a stronger notification intensity than the right turn notification executed during the big win game. For example, the notification intensity increases as the display area in the effect display device 12 increases. For example, the notification intensity increases as the light quantity in the decorative lamp LA increases. For example, the notification intensity increases as the volume in the speaker SP increases.
[0189] ·The successful performance may end before the small win end command is input. For example, the sub-CPU 50a may control the effect device to end the successful performance when a predetermined time has elapsed since the start of the successful performance.
[0190] ·The successful performance may be started before the small win ending command is input. The successful performance may be startable during the small win round game. For example, the sub-CPU 50a may control the effect device to start the successful performance when a specific passing command is input.
[0191] ·The failed performance may end before the small win end command is input. For example, the sub-CPU 50a may control the effect device to end the failed performance when a predetermined time has elapsed since the start of the failed performance. In this case, the right hit notification may continue to be executed even after the failed performance ends. That is, when the failed performance is executed in the small win game, the right hit notification may be started before the failed performance starts and may continue to be executed even after the failed performance ends.
[0192] ·The failed performance may be started before the small win ending command is input. The failed performance may be startable during the small win round game. For example, the sub-CPU 50a may control the effect device to start the failed performance when a predetermined time has elapsed after the small win round command is input and the specific passing command has not been input.
[0193] · During a small win round game, when the power supply of the gaming machine 10 is cut off while the specific passage sensor SE5 has already detected a game ball, and then when the power supply starts, if the small win ending time starts, a successful performance may be executed. That is, the effect display device 12 may be capable of executing a successful performance even if the power supply is cut off during the small win round game. When the power supply starts, the main CPU 41a may output a specific passage command to the sub-control board 50 when the specific passage information is stored in the main RAM 41c. The successful performance may have different performance modes depending on whether the power supply is cut off during the small win round game or not. For example, when the power supply is not cut off during the small win round game, on the effect display device 12, when a successful performance is executed, the character image AG2 may be displayed. On the other hand, for example, when the power supply is cut off during the small win round game, on the effect display device 12, when a successful performance is executed, an image different from the character image AG2 may be displayed. The successful performance may have the same performance mode whether the power supply is cut off during the small win round game or not.
[0194] ·During a small win round game, when the power supply to the gaming machine 10 is cut off while the specific passage sensor SE5 has not yet detected a game ball, and then the specific passage sensor SE5 still does not detect a game ball even after the power supply is resumed, if the small win ending time starts, a failure effect may be executed. That is, even if the power supply is cut off during the small win round game, the effect display device 12 may be capable of executing a failure effect. The failure effect may have different effect modes depending on whether the power supply is cut off during the small win round game or not. For example, when the power supply is not cut off during the small win round game, on the effect display device 12, when a failure effect is executed, a character image AG4 may be displayed. On the other hand, for example, when the power supply is cut off during the small win round game, on the effect display device 12, when a failure effect is executed, an image different from the character image AG4 may be displayed. The failure effect may have the same effect mode whether the power supply is cut off during the small win round game or not.
[0195] ·The successful effect may be executed in different effect modes according to the type of small win game assigned. For example, the successful effect may be executed in different effect modes for small win game KA, small win game KB, small win game Ka, and small win game Kb, respectively.
[0196] ·Successful performances are not limited to the display of the character image AG2. For example, the successful performance may be to display the character image of "V" on the performance display device 12 instead of or in addition to the character image AG2. The successful performance may be to suggest or notify that the "V" prize has been won. In this modified example, "suggesting that the 'V' prize has been won" means, for example, indirectly indicating that the "V" prize has been won by displaying a character image such as "Congratulations". In this modified example, "notifying that the 'V' prize has been won" means, for example, directly indicating that the "V" prize has been won by displaying a character image such as "V won". The successful performance may be executed in a performance mode where the performance progresses step by step. For example, the successful performance may be such that the images are displayed step by step, with the character image of "Success!" being displayed on the performance display device 12 first and then the character image of "V" being displayed.
[0197] ·The failed performance may be executed in different performance modes according to the types of the awarded small winning games. For example, the failed performance may be executed in different performance modes for the small winning game KA, the small winning game KB, the small winning game Ka, and the small winning game Kb, respectively.
[0198] ·The failed performance is not limited to the display of the character image AG4. For example, the failed performance may be to display an image imitating "LOST" on the performance display device 12 instead of or in addition to the character image AG4. The failed performance may be to suggest or notify that the "V" prize has not been won. In this modified example, "suggesting that the 'V' prize has not been won" means, for example, indirectly indicating that the "V" prize has not been won by displaying a character image such as "Sorry". In this modified example, "notifying that the 'V' prize has not been won" means, for example, directly indicating that the "V" prize has not been won by displaying a character image such as "V non-winning" or "non-V winning". The failed performance may be executed in a performance mode where the performance progresses step by step. For example, the failed performance may be such that the images are displayed step by step, with the character image of "Failure..." being displayed on the performance display device 12 first and then the character image of "LOST..." being displayed.
[0199] · The sub-CPU 50a may set the first special effect mode simultaneously or almost simultaneously when shifting from the time-saving state to the normal state. For example, the sub-CPU 50a may change from the specific effect mode to the first special effect mode at the time point t52 in Fig. 10(a).
[0200] · The sub-CPU 50a may set the first special effect mode before shifting from the time-saving state to the normal state. For example, the sub-CPU 50a may change from the specific effect mode to the first special effect mode between the time points t50 and t52 in Fig. 10(a).
[0201] · The hitting effect may be started when changing from the specific effect mode to the first special effect mode. For example, the sub-CPU 50a may control the effect device to start the hitting effect at the time point t52 in Fig. 10(a). That is, the hitting effect may be started after shifting from the time-saving state to the normal state and before the start of the second special game.
[0202] · After the start of the hitting effect, when a losing symbol is derived in the ongoing second special game, the effect display device 12 may display an image different from the images UE1 and UE2. For example, after the start of the hitting effect, when a losing symbol is derived in the ongoing second special game, the effect display device 12 may display an image simulating the state of a countdown until a rocket is launched.
[0203] · When either of the symbols ZA and ZB is derived in the first special game in the normal state (non-ball entry rate improvement state), the main CPU 41a may control to the short-time state (ball entry rate improvement state). In the following description, the short-time state controlled along with the derivation of the special symbol is referred to as the "c short-time state". For example, when symbol ZA is derived in the first special game in the normal state, it may be shifted from the normal state to the c short-time state. For example, when symbol ZB is derived in the first special game in the normal state, it may be shifted from the normal state to the c short-time state. The c short-time state controlled along with the derivation of symbol ZA may be configured such that game balls are more likely to enter the second starting port 15 than the c short-time state controlled along with the derivation of symbol ZB. The c short-time state controlled along with the derivation of symbol ZB may be configured such that game balls are more likely to enter the second starting port 15 than the normal state.
[0204] After all of the second special games whose execution has been suspended when it is the first situation have ended, in the gaming machine 10, when the first special game is executed, it may be controlled to the c short-time state along with the derivation of either of the special symbols ZA and ZB. After all of the second special games whose execution has been suspended when it is the second situation have ended, in the gaming machine 10, when the first special game is executed, it may be controlled to the c short-time state along with the derivation of either of the special symbols ZA and ZB. In this case, the sub CPU 50a may control the effect device to execute an effect (hereinafter referred to as the c short-time effect) that suggests or notifies whether either of the special symbols ZA and ZB is derived in the first special game. That is, the sub CPU 50a may control the effect device to execute a c short-time effect that suggests or notifies which of the c short-time states controlled along with the derivation of symbol ZA and the c short-time state controlled along with the derivation of symbol ZB it is controlled to.
[0205] Thus, when the first special game is executed after the second special game is executed in the first situation and when the first special game is executed after the second special game is executed in the second situation, a c-time shortening effect can be executed. The c-time shortening effect is an effect that can be executed only when the first special game can be executed in the normal state (non-goal rate improvement state). The effect mode set when the c-time shortening effect is executed is an effect mode different from the normal effect mode, the first special effect mode, the second special effect mode, and the specific effect mode, and may be an effect mode set only when the c-time shortening effect is executed. The background image when the c-time shortening effect is executed is a background image different from the background image MH1, the background image MH2, and the background image MH3, and may be a background image displayed only when the c-time shortening effect is executed.
[0206] · The gaming machine 10 may be configured such that even if it is hit to the right in the non-goal rate improvement state, the game ball cannot enter the second start port 15. For example, when in the non-goal rate improvement state, the gaming machine 10 may not win a normal win in the normal lottery.
[0207] · When the small win round game starts, the distribution member 28 may operate in a first state in which the game ball that has entered the first big winning port 18 is distributed to the first passage 26a, and then maintain the first state until the small win round game ends. When the small win round game ends, the distribution member 28 may operate in a second state in which the game ball that has entered the first big winning port 18 is distributed to the second passage 26b.
[0208] · In the jackpot round game, the gaming machine 10 may be configured to allow game balls to enter the first big winning opening 18. One jackpot round game may end when a predetermined maximum number of game balls enter the first big winning opening 18 or when a predetermined maximum time elapses. In this case, the gaming machine 10 may not be provided with the second big winning opening 20, the second special movable piece 21, and the second count sensor SE4. In the jackpot game, the distribution member 28 may operate in a second state to distribute the game balls that have entered the first big winning opening 18 to the second passage 26b, and then maintain the second state until a small win game is awarded.
[0209] · The probability of winning a small win in the first small win lottery is not limited to 1 / 319. The probability of winning a small win in the second small win lottery may be less than 1 / 319 or may be higher than 1 / 319. The probability of winning a small win in the first small win lottery may be lower than the probability of winning a small win in the second small win lottery. The probability of winning a small win in the second small win lottery is not limited to 1 / 50. The probability of winning a small win in the second small win lottery may be less than 1 / 50 or may be higher than 1 / 50. The probability of winning a small win in the second small win lottery may be higher than the probability of winning a small win in the first small win lottery.
[0210] · The first special game and the second special game may be executed in the order of hold or executed simultaneously in parallel. · The pachinko gaming machine of the above embodiment may be applied to a pachinko gaming machine that conducts a jackpot lottery in addition to the small win lottery. Generally, when winning a jackpot in the jackpot lottery, a jackpot game is awarded after a jackpot symbol is derived in the special game. And when the jackpot game ends, it may be controlled to be in a time-saving state.
[0211] As a pachinko game machine that can be controlled to a high probability state (so-called probability fluctuation state), there is a specification (falling machine) that controls to a high probability state until a falling lottery is won, and a specification that the high probability state continues until the next big win game is awarded. In addition, a pachinko game machine that can be controlled to a high probability state has a specification (V probability change machine) that controls to a high probability state when a game ball passes through a specific area. The pachinko game machine of the above embodiment may be embodied as a pachinko game machine of any of these specifications. The pachinko game machine may be a pachinko game machine of a specification that combines the above-mentioned falling machine and V probability change machine. In addition, the pachinko game machine of the above embodiment may be embodied as a game machine that awards a big win game based on winning a big win in a big win lottery and a big win game based on a game ball passing through a specific area (so-called one-type two-type mixed machine).
[0212] The above embodiment may be embodied in a pachinko game machine in which a virtual medium composed of electronic data is provided when a game ball is provided. That is, the above embodiment may be embodied in a pachinko game machine in which a physical game medium is not paid out (a so-called managed game machine). Such a pachinko game machine is configured to convert a game ball that can be launched by using the virtual medium, and to be able to launch the game ball.
[0213] The functions of the main control board 40 may be realized by being divided among multiple boards. The main control board 40 may be composed of multiple CPUs mounted on a single board. The functions of the sub-control board 50 may be realized by being divided among multiple boards. For example, a pachinko game machine may be equipped with a display board that specializes in controlling the performance display device 12, a lamp board that specializes in controlling the decorative lamps LA, and an audio board that specializes in controlling the speaker SP, and may further be equipped with a master board that comprehensively controls these boards. In addition, the sub-CPU 50a may be composed of multiple CPUs mounted on a single board.
[0214] The technical ideas that can be understood from each embodiment and modification will be described. (Supplementary Note 1) In a gaming machine in which a predetermined display result is derived in a variable game based on the determination result of a winning determination, and a winning game is awarded after a specific display result is derived in the variable game when the winning determination determines a win, there are a special ball entry port into which a game ball can enter, specific detection means capable of detecting a game ball passing through a specific area among the game balls that have entered the special ball entry port, a first ball entry port into which a game ball can enter, a second ball entry port into which a game ball can enter, hold means capable of holding the execution of a first variable game among variable games based on the entry of a game ball into the first ball entry port, and capable of holding the execution of a second variable game among variable games based on the entry of a game ball into the second ball entry port, game state control means capable of controlling the game state, effect execution means capable of executing an effect, and effect control means capable of executing control regarding the execution of the effect. Among the wins, there is a specific win in which a specific winning game is awarded as the winning game after the specific display result is derived. In the specific winning game, it is possible to enter a game ball into the special ball entry port and to pass a game ball through the specific area. When the specific detection means detects a game ball in the specific winning game, a special winning game is awarded as the winning game when the specific winning game ends. When the specific detection means does not detect a game ball in the specific winning game, the special winning game is not awarded even when the specific winning game ends. Among the game states, there are a predetermined state and a specific state. The specific state is a state in which it is easier for a game ball to enter the second ball entry port than in the predetermined state, and is a game state more advantageous for the player than the predetermined state. The specific state is a game state that can be shifted along with the end of the special winning game. In situations where the execution of the second variable game is held and the state becomes the predetermined state, there are a first situation and a second situation. The first situation is a situation in which the specific detection means does not detect a game ball in the specific winning game and the specific winning game ends. The second situation is a situation in which the specific detection means detects a game ball in the specific winning game, a special winning game is awarded when the specific winning game ends, and after the special winning game ends, it is a situation in which it is possible to shift from the specific state to the predetermined state along with the establishment of a predetermined condition.When the second variable game is executed in the first situation and when the second variable game is executed in the second situation, when the display results derived in the second variable game are the same, at least some of the effects executed by the effect execution means are different. A gaming machine characterized by this.
[0215] (Appendix 2) When the second variable game is executed in the first situation, the first effect is executed. When the second variable game is executed in the second situation, the second effect is executed. When the first variable game is executed in the predetermined state, the first effect is executed and the second effect is not executed. The gaming machine according to Appendix 1.
[0216] (Appendix 3) It is equipped with a firing operation means capable of operating to fire a game ball. When the second variable game is executed in the first situation, a special notification capable of specifying the firing intensity of the game ball recommended when it is not in the winning game and in the predetermined state is executed. When the second variable game is executed in the second situation, the special notification is not executed. The gaming machine according to Appendix 1 or Appendix 2.
[0217] (Appendix 4) When the second variable game is executed in the first situation and when the second variable game is executed in the second situation, in both cases, the winning game is more likely to be given than when the first variable game is executed in a situation controlled to the predetermined state. The gaming machine according to Appendix 2.
[0218] (Supplementary Note 5) In a gaming machine in which a predetermined display result is derived in a variable game based on the determination result of a winning determination, and a winning game is given after a specific display result is derived in the variable game when the winning determination determines a win, there are a special ball entry port into which game balls can enter, specific detection means capable of detecting game balls passing through a specific area among the game balls that have entered the special ball entry port, a first ball entry port into which game balls can enter, a second ball entry port into which game balls can enter, holding means capable of holding the execution of a first variable game among variable games based on the entry of a game ball into the first ball entry port, and capable of holding the execution of a second variable game among variable games based on the entry of a game ball into the second ball entry port, game state control means capable of controlling the game state, effect execution means capable of executing an effect, and effect control means capable of executing control regarding the execution of the effect. Among the wins, there is a specific win in which a specific winning game is given as the winning game after the specific display result is derived. In the specific winning game, it is possible to enter a game ball into the special ball entry port and to pass a game ball through the specific area. When the specific detection means detects a game ball in the specific winning game, a special winning game is given as the winning game when the specific winning game ends. When the specific detection means does not detect a game ball in the specific winning game, the special winning game is not given even when the specific winning game ends. Among the game states, there are a predetermined state and a specific state. The specific state makes it easier for game balls to enter the second ball entry port than the predetermined state and is a game state more advantageous for the player than the predetermined state. The specific state is a game state that can be shifted along with the end of the special winning game. In the situation where the execution of the second variable game is held and the state becomes the predetermined state, there are a first situation and a second situation. The first situation is a situation where the specific detection means does not detect a game ball in the specific winning game and the specific winning game ends. The second situation is a situation where the specific detection means detects a game ball in the specific winning game, a special winning game is given when the specific winning game ends, and after the special winning game ends, it is a situation where it is possible to shift from the specific state to the predetermined state along with the fulfillment of a predetermined condition.When the second variable game is executed in the first situation and when the second variable game is executed in the second situation, when the specific display result is derived in the second variable game, at least some of the effects executed by the effect execution means are different. A gaming machine characterized by this.
[0219] (Appendix 6) The effect execution means is capable of executing a special game. When the second variable game is executed in the first situation, the special game is executed, and a specific game different from the special game and corresponding to the second variable game is executed. When the second variable game is executed in the second situation, the special game is not executed and the specific game is executed. The gaming machine according to Appendix 5.
[0220] (Appendix 7) It is provided with a firing operation means capable of operating to fire a game ball. The effect execution means can execute a special effect capable of specifying that the specific winning game ends without a game ball being detected by the specific detection means in the specific winning game. In the specific winning game, it is possible to pass a game ball through the specific area by firing the game ball with the firing intensity of the game ball recommended in the specific winning game. When the special effect is executed in the specific winning game, a specific notification capable of specifying the firing intensity of the game ball recommended in the specific winning game is started before the special effect is started, and the specific notification continues to be executed after the special effect is started. The gaming machine according to Appendix 5 or Appendix 6.
[0221] (Supplementary Note 8) In a gaming machine in which a predetermined display result is derived in a variable game based on the determination result of a winning determination, and when a winning is determined in the winning determination, a winning game is awarded after a specific display result is derived in the variable game, there are a special ball entry port into which a game ball can enter, specific detection means capable of detecting a game ball passing through a specific area among the game balls entering the special ball entry port, a first ball entry port into which a game ball can enter, a second ball entry port into which a game ball can enter, holding means capable of holding the execution of a first variable game among variable games based on the entry of a game ball into the first ball entry port, and capable of holding the execution of a second variable game among variable games based on the entry of a game ball into the second ball entry port, game state control means capable of controlling the game state, effect execution means capable of executing an effect, and effect control means capable of executing control regarding the execution of the effect. Among the wins, there is a specific win in which a specific winning game is awarded as the winning game after the specific display result is derived. In the specific winning game, it is possible to enter a game ball into the special ball entry port and to pass a game ball through the specific area. When the specific detection means detects a game ball in the specific winning game, a special winning game is awarded as the winning game when the specific winning game ends. When the specific detection means does not detect a game ball in the specific winning game, the special winning game is not awarded even when the specific winning game ends. Among the game states, there are a predetermined state and a specific state. The specific state makes it easier for a game ball to enter the second ball entry port than in the predetermined state and is a game state more advantageous for the player than the predetermined state. The specific state is a game state that can be shifted along with the end of the special winning game. Among the predetermined display results derived in the first variable game and the second variable game, there is a non-specific display result different from the specific display result. After the non-specific display result is derived, the winning game is not awarded. In a situation where the second variable game is held and the predetermined state is reached, there are a first situation and a second situation. The first situation is a situation where the specific detection means does not detect a game ball in the specific winning game and the specific winning game ends. The second situation is a situation where the specific detection means detects a game ball in the specific winning game,When the specific winning game ends, the special winning game is awarded. After the special winning game ends, it is a situation where it is possible to shift from the specific state to the predetermined state as a predetermined condition is satisfied. When the second variable game is executed in the first situation and when the second variable game is executed in the second situation, when the non-specific display result is derived in the second variable game, at least some of the effects executed by the effect execution means are different. A gaming machine characterized by this.
[0222] (Appendix 9) The holding means can hold the execution of a plurality of the second variable games. When the second variable game is executed in the first situation, a first effect is executed. When the second variable game is executed in the second situation, a second effect is executed. When a plurality of the second variable games are held in the first situation, the first effect is executed for each of the second variable games. When a plurality of the second variable games are held in the second situation, the second effect can be executed across the plurality of the second variable games. The gaming machine according to Appendix 8.
[0223] (Appendix 10) When the second variable game is executed in the first situation, a first effect is executed. When the second variable game is executed in the second situation, a second effect is executed. When the first variable game is executed after the second variable game is executed in the second situation, the second effect is not executed and the first effect is executed. The gaming machine according to Appendix 8 or Appendix 9.
Explanation of Signs
[0224] 10... Gaming machine 12... Effect display device 13... Information display device 13a... First special symbol display section 13b... Second special symbol display section 14... First start port 15... Second start port 16... Normal movable piece 18... First big winning port 19... First special movable piece 29... Specific area 40... Main control board 41a... Main CPU 50... Sub-control board 50a... Sub CPU GH... Image display section HD... Launch handle LA... Decoration lamp SE5... Specific passage sensor SP... Speaker
Claims
1. In a gaming machine in which a predetermined display result is derived in a variable game based on the determination result of a winning determination, and when a winning is determined in the winning determination, a winning game is given after a specific display result is derived in the variable game, launch operation means capable of performing an operation of launching a game ball; a special ball entry port into which a game ball can enter; specific detection means capable of detecting a game ball passing through a specific area among the game balls entering the special ball entry port; a first ball entry port into which a game ball can enter; a second ball entry port into which a game ball can enter; hold means capable of holding the execution of a first variable game among variable games based on the entry of a game ball into the first ball entry port, and capable of holding the execution of a second variable game among variable games based on the entry of a game ball into the second ball entry port; game state control means capable of controlling a game state; effect execution means capable of executing an effect; effect control means capable of executing control regarding the execution of the effect, and comprising: even when the execution of the first variable game is held and the execution of the second variable game is held, the first variable game and the second variable game are not executed in parallel and only one of the first variable game and the second variable game can be executed; in the winning, there is a specific winning in which a specific winning game is given as the winning game after the specific display result is derived; in the specific winning game, it is possible to enter a game ball into the special ball entry port and it is possible to pass a game ball through the specific area; when the specific detection means detects a game ball in the specific winning game, a special winning game is given as the winning game when the specific winning game ends; when the specific detection means does not detect a game ball in the specific winning game, the special winning game is not given even when the specific winning game ends; the game state includes a predetermined state and a specific state; the specific state is a game state in which a game ball is more likely to enter the second ball entry port than in the predetermined state and is more advantageous to the player than the predetermined state; the specific state is a game state that can be shifted with the end of the special winning game; in a situation where the predetermined state is reached while the execution of the second variable game is held, there are a first situation and a second situation; The first situation is a situation where, in the specific winning game, the specific detection means does not detect a game ball and the specific winning game ends. The second situation is a situation where, in the specific winning game, the specific detection means detects a game ball, a special winning game is given when the specific winning game ends, and after the special winning game ends, it is possible to shift from the specific state to the predetermined state as a predetermined condition is satisfied. When the second variable game is executed in the predetermined state after the first situation and when the second variable game is executed in the predetermined state after the second situation, at least some of the effects executed by the effect execution means when the specific display result is derived in the second variable game are different. The background image displayed when only the second variable game of the first variable game and the second variable game is being executed in the predetermined state after the first situation is the same as the background image displayed when only the first variable game of the first variable game and the second variable game is being executed thereafter. When the second variable game is being executed in the predetermined state after the first situation, a special notification that is not during the winning game and that can specify the recommended firing intensity of the game ball when in the predetermined state is executed. The game machine is characterized in that the special notification is executed by displaying a predetermined image different from the background image.
2. The effect execution means can execute a special effect capable of specifying that, in the specific winning game, the specific winning game ends without the specific detection means detecting a game ball. In the specific winning game, it is possible to pass a game ball through the specific area by firing the game ball at the recommended firing intensity of the game ball in the specific winning game. When the special effect is executed in the specific winning game, a specific notification capable of specifying the recommended firing intensity of the game ball in the specific winning game is started before the special effect is started, and the specific notification continues to be executed even after the special effect ends. The game machine according to claim 1, wherein the specific notification is executed by displaying a specific image different from both the background image and the predetermined image.
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