Pachinko machine
The gaming machine addresses the lack of innovative control mechanisms by incorporating advanced control and effect execution means, enhancing player interest through dynamic state control and special effects during variable games.
Patent Information
- Application Number
- JP2022182388
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-15
- Publication Date
- 2025-06-05
- Estimated Expiration
- 2042-11-15
AI Technical Summary
Existing gaming machines lack innovative control mechanisms to enhance player interest in variable games, particularly in pachinko machines with multiple states and end conditions.
A gaming machine equipped with main control means, effect execution means, effect control means, storage means, and storage control means, allowing for guidance control of multiple states during variable games, including special effects and image displays to suggest state transitions.
The solution enhances player interest by providing dynamic control over game states, executing special effects, and maintaining consistent image displays during power resumptions, thereby improving the overall 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, among pachinko gaming machines, which are a type of gaming machine, there are some that have multiple types of states as the states when executing variable games. For example, in the gaming machine described in Patent Document 1, depending on the type of winning selected, the end conditions of the advantageous gaming state (shortening state) when controlling to the advantageous gaming state after the end of the big win game are made different. That is, it can be said that the gaming machine described in Patent Document 1 has multiple types of advantageous gaming states with different end conditions as the states when executing variable games.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in such a gaming machine, it is desired to further improve the interest in the game by devising the control regarding the state when executing the variable game.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems is a gaming machine capable of executing a variable game in which symbols are varied, and includes main control means for performing various controls including control regarding the variable game, effect execution means for executing an effect, effect control means for controlling the effect execution means, storage means for storing information, and storage control means for controlling the storage means. The above-described guidance control means can control the guidance mode, When the main control means executes control related to the variable game, there are a plurality of states including a first state, a second state, and a third state. The first state is a state more advantageous to the player than the second state and the third state. The second state is a state more advantageous to the player than the third state. It is possible to shift from the first state to the second state, and it is possible to shift from the second state to either the first state or the third state. The effect control means can control to execute a special effect during the execution of the variable game in the second state. The special effect is an effect capable of suggesting or notifying whether to shift to the first state or the third state. The effect control means can control to execute a specific effect by displaying a predetermined image. In the specific effect, different images can be displayed when in the second state and when in the third state. When the power supply to the gaming machine is cut off during the second state and then the power supply is resumed, and when the power supply to the gaming machine is cut off during the third state and then the power supply is resumed, the same image is displayed during a specific period after the power supply is resumed. and is controlled to different guidance modes, The memory control means can control the initialization of the information stored in the memory means when the power supply is resumed. When the power supply to the gaming machine is cut off during the second state or the third state, regardless of whether the initialization control is executed or not when the power supply is resumed, the gist is that the same image is displayed during the specific period.
Advantages of the Invention
[0006] According to the present invention, the interest in the game can be improved.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] Hereinafter, an embodiment of a pachinko gaming machine will be described. In the following description, up, down, left, right, front (front side), and back (back side) indicate the respective directions when viewed from the player. As shown in FIG. 1, the pachinko gaming machine 10 as a gaming machine includes a firing handle HD that is operated by a player when firing a game ball. The pachinko gaming machine 10 includes a speaker SP that outputs sound. The speaker SP is capable of executing an effect (hereinafter referred to as a voice effect) of outputting voices such as music and sound effects. The pachinko gaming machine 10 includes a decorative lamp LA that executes a light emission effect using a light emitter (not shown). The decorative lamp LA is capable of executing a light emission effect by turning on, blinking, and turning off a light emitter (not shown).
[0009] The pachinko gaming machine 10 includes a game board YB. On the front side of the game board YB, a game area YBa where game balls can flow down is formed. In the present embodiment, the game balls fired by operating the firing handle HD reach the game area YBa. The game board YB includes an opening window YBb at a substantially central portion when viewed from the front. A center frame W with various designs is assembled to the opening window YBb.
[0010] As shown in FIG. 2, the pachinko gaming machine 10 includes an effect display device 12 having an image display unit GH capable of displaying an image. The effect display device 12 is assembled to the game board YB such that 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. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The effect display device 12 is capable of executing various notifications and effects by displaying various images. In particular, the effect display device 12 is capable of executing an effect (hereinafter referred to as a "display effect") of displaying an image imitating a predetermined character or character as one of the effects. In the present embodiment, the effect display device 12 functions as an effect execution means for executing an effect.
[0011] The pachinko gaming machine 10 includes an information display device 13 capable of displaying predetermined information. The information display device 13 is provided at a position on the game board YB where the player can view it. The information display device 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a can execute a first special symbol variation game as a variation game that variably displays a predetermined symbol and finally stops and displays the first special symbol in a fixed state. The information display device 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b can execute a second special symbol variation game as a variation game that variably displays a predetermined symbol and finally stops and displays the second special symbol in a fixed state. The first special symbol and the second special symbol are symbols for notifying the result of a special lottery described later.
[0012] In the following description, the special lottery for the first special symbol is abbreviated as "first special lottery", and the special lottery for the second special symbol is abbreviated as "second special lottery". Also, the first special symbol variation game is abbreviated as "first special game", and the second special symbol variation game is abbreviated as "second special game". Further, the first special game and the second special game are collectively referred to as "special game". In this specification, "variable display" means a state in which the type of the displayed symbol 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 the displayed symbol does not change. For a symbol, "fixed stop display" and "derivation" have the same meaning.
[0013] In the first special symbol display section 13a and the second special symbol display section 13b, the special symbols that can be derived include a special symbol as a special winning result, a specific symbol as a specific winning result, and a losing symbol as a losing result. In the present embodiment, the first special game and the second special game are not executed simultaneously. In the present embodiment, when winning a special win in the special lottery, a special symbol is derived in the special game, and a special win game occurs after the end of the special game. The special win game will be described in detail later. Also, when winning a specific win in the special lottery, a specific symbol is derived in the special game. On the other hand, when not winning either a special win or a specific win in the special lottery, a losing symbol is derived in the special game. That is, in the first special symbol display section 13a and the second special symbol display section 13b of the present embodiment, it is possible to execute a special game in which the special symbol is changed and stopped based on the result of the special lottery.
[0014] The information display device 13 includes a first special hold display section 13c. The first special hold display section 13c displays information that can identify the number of times of the first special game that is on hold because the hold condition has been satisfied but the execution condition has not been satisfied yet. In the following description, the number of times of the first special game on hold is referred to as the "first special hold number". In the present embodiment, the maximum value of the first special hold number is "4". The information display device 13 includes a second special hold display section 13d. The second special hold display section 13d displays information that can identify the number of times of the second special game that is on hold because the hold condition has been satisfied but the execution condition has not been satisfied yet. In the following description, the number of times of the second special game on hold is referred to as the "second special hold number". In the present embodiment, the maximum value of the second special hold number is "2".
[0015] The information display device 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e can execute a normal symbol variation game that variably displays a predetermined symbol and finally stops and displays the normal symbol. The normal symbol is a symbol for notifying the result of a normal lottery described later. In the following description, the normal symbol variation game is abbreviated as the "normal game". The normal symbols derivable on the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In the present embodiment, when winning a normal win in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the end of the normal game.
[0016] The information display device 13 includes a normal hold display unit 13f. The normal hold display unit 13f displays information that can identify the number of normal games whose execution is held because the hold condition is satisfied but the execution condition is not yet satisfied. In the following description, the number of normal games on hold is referred to as the "normal hold count". In the present embodiment, the maximum value of the normal hold count is "1". Note that each display unit in the information display device 13 does not have to be provided on one display device and may be provided in different parts. Further, the information display device 13 may include a right hit display unit that displays information instructing so-called "right hitting" and a round display unit that notifies the upper limit number of times of a round game described later.
[0017] A plurality of winning openings into which game balls can enter are formed in the game board YB. The plurality of winning openings open into the game area YBa. The plurality of winning openings include a first start winning opening 14, a second start winning opening 15, a first large winning opening 18, and a second large winning opening 20. The plurality of winning openings may include winning openings different from these winning openings.
[0018] The first start winning opening 14 is a winning opening for causing a game ball to enter in order to satisfy the prize ball awarding condition and the hold condition of the first special game. As an example, the first start winning opening 14 is below the effect display device 12. The first start winning opening 14 is always opened so that a game ball can enter. The pachinko game machine 10 includes a first start winning sensor SE1 that detects a game ball that has entered the first start winning opening 14 (see FIG. 4).
[0019] The second start winning opening 15 is a winning opening for letting a game ball enter in order to satisfy the conditions for awarding prize balls and the hold conditions for the second special game. As an example, the second start winning opening 15 is located to the right of the effect display device 12. The pachinko gaming machine 10 includes a second start winning sensor SE2 that detects a game ball that has entered the second start winning opening 15 (see FIG. 4).
[0020] The pachinko gaming machine 10 includes a normal movable piece 16 that can take a first operating state in which a game ball cannot enter the second start winning opening 15 and a second operating state in which a game ball can enter the second start winning opening 15. The normal movable piece 16 is always in the first operating state and operates to the second operating state when a normal winning game occurs. That is, when a normal winning game occurs, the second start winning opening 15 can let a game ball enter. The game board YB includes a first solenoid SL1 as means for operating the normal movable piece 16 (see FIG. 4).
[0021] The first big winning opening 18 is a winning opening for letting a game ball enter in order to satisfy the conditions for awarding prize balls. As an example, the first big winning opening 18 is located below the second start winning opening 15. The pachinko gaming machine 10 includes a first count sensor SE3 that detects a game ball that has entered the first big winning opening 18 (see FIG. 4).
[0022] The pachinko gaming machine 10 includes a first special opening / closing piece 19 that can take an open state in which the first big winning opening 18 is opened so that a game ball can enter and a closed state in which the first big winning opening 18 is closed so that a game ball cannot enter. For example, the first special opening / closing piece 19 may be a door-like member that opens and closes the first big winning opening 18. The first special opening / closing piece 19 is always in the closed state and operates to the open state when a special winning game occurs. That is, when a special winning game occurs, the first big winning opening 18 is opened so that a game ball can enter. The game board YB includes a second solenoid SL2 as means for operating the first special opening / closing piece 19 (see FIG. 4).
[0023] At the back of the first major winning opening 18, there is provided a passage 26 through which the game balls that have entered the first major winning opening 18 can pass. The passage 26 is provided so as to branch into a first passage 26a and a second passage 26b at a branch portion 27 that is downstream of the first major winning opening 18.
[0024] At the branch portion 27, there is provided a sorting shutter 28 that sorts the game balls that have entered the first major winning opening 18 into the first passage 26a or the second passage 26b by the operation of a fourth solenoid SL4 (see FIG. 4). The sorting shutter 28 operates so as to be able to take a first sorting state in which the game balls that have entered the first major winning opening 18 are sorted into the first passage 26a and a second sorting state in which they are sorted into the second passage 26b. When predetermined operating conditions are satisfied, the sorting shutter 28 operates in a predetermined operation pattern.
[0025] The pachinko gaming machine 10 includes a specific passage sensor SE5 that detects game balls passing through a specific area within the first passage 26a (see FIG. 4). In the present embodiment, the specific area is a so-called V area. Although it will be described in detail later, in the present embodiment, when the first major winning opening 18 is opened during a special winning game, a jackpot is triggered when the game balls that have entered the first major winning opening 18 pass through the specific area within the first passage 26a and are detected by the specific passage sensor SE5, and a jackpot game is generated. In the present embodiment, sorting the game balls that have entered the first major winning opening 18 into either the first passage 26a or the second passage 26b can also be regarded as a winning lottery for the accessory. In this case, the game balls that have entered the first major winning opening 18 being sorted into the first passage 26a corresponds to winning the jackpot in the winning lottery for the accessory.
[0026] The second major winning opening 20 is a winning opening for allowing game balls to enter in order to satisfy the conditions for awarding prize balls. As an example, the second major winning opening 20 is located below the first major winning opening 18. The pachinko gaming machine 10 includes a second count sensor SE4 that detects game balls that have entered the second major winning opening 20 (see FIG. 4).
[0027] The pachinko gaming machine 10 includes a second special opening / closing piece 21 that can take an open state in which the second large winning opening 20 is opened so that game balls can enter, and a closed state in which the second large winning opening 20 is closed so that game balls cannot enter. For example, the second special opening / closing piece 21 may be a door-like member that opens and closes the second large winning opening 20. The second special opening / closing piece 21 is always in the closed state and operates to the open state when a jackpot game occurs. That is, when a jackpot game occurs, the second large winning opening 20 is opened so that game balls can enter. The game board YB includes a third solenoid SL3 as means for operating the second special opening / closing piece 21 (see FIG. 4). In the present embodiment, in the jackpot game, the second large winning opening 20 is opened, and when a game ball that has entered the second large winning opening 20 is detected by the second count sensor SE4, the condition for awarding prize balls is satisfied.
[0028] The game board YB includes a gate 23. As an example, the gate 23 is above the second start winning opening 15. A gate opening 23a is formed in the gate 23. The gate opening 23a is always open so that game balls can enter. The pachinko gaming machine 10 includes a gate sensor SE6 that detects game balls that have entered the gate opening 23a (see FIG. 4). The gate opening 23a is an entrance for game balls to enter in order to satisfy the start condition of a normal game. Even if a game ball enters the gate opening 23a, the condition for awarding prize balls is not satisfied.
[0029] Next, in the present embodiment, the path along which the game balls flow down will be described. The pachinko gaming machine 10 configured as described above has a plurality of paths for the game balls to flow down in the game area YBa, and these paths vary according to the firing intensity of the game balls. The paths for the game balls to flow down can also be regarded as the areas where the game balls flow down. Among the plurality of paths, there are a first path R1 that flows down the left side of the center frame W (the effect display device 12), and a second path R2 that flows down the right side of the center frame W (the effect display device 12). The first path R1 and the second path R2 may partially overlap or may not overlap at all. In the following description, when the game board YB is viewed from the front, the area located on the left side of the center line CL that bisects the game area YBa into left and right is denoted as the left area R1a, and the area located on the right side of the center line CL is denoted as the right area R2a. That is, in the present embodiment, the path that flows down the left area R1a is the first path R1, and the path that flows down the right area R2a is the second path R2. In the present embodiment, the left area R1a corresponds to the first game area, and the right area R2a corresponds to the second game area.
[0030] The player can distribute the game balls to the left area R1a and the right area R2a by operating the firing handle HD to adjust the firing intensity of the game balls. On the first path R1 (left area R1a), the first start winning opening 14 is open. Therefore, when the firing intensity is adjusted to be weak and the game ball is fired, the game ball is likely to flow down the left area R1a and may enter the first start winning opening 14. On the second path R2 (right area R2a), in order from the upstream, there are an opening 23a, a second start winning opening 15, a first big winning opening 18, and a second big winning opening 20. Therefore, when the firing intensity is adjusted to be strong and the game ball is fired, the game ball is likely to flow down the right area R2a and may enter the second start winning opening 15, the first big winning opening 18, the second big winning opening 20, or the opening 23a.
[0031] In the following description, firing the game ball with a firing intensity that makes it easy for the game ball to flow down on the first path R1 and directing it towards the left area R1a may be referred to as "left shooting". Also, firing the game ball with a firing intensity that makes it easy for the game ball to flow down on the second path R2 may be referred to as "right shooting".
[0032] Next, the gaming state of the pachinko machine 10 will be described. As shown in FIG. 3, the pachinko machine 10 includes a non-specific gaming state, a first specific gaming state, and a second specific gaming state as gaming states when executing control related to variable games. The non-specific gaming state, the first specific gaming state, and the second specific gaming state are gaming states in which the ball entry rate of game balls into the second start winning opening 15 is different. In the following description, the first specific gaming state and the second specific gaming state may be simply collectively referred to as the "specific gaming state". The specific gaming state of the present embodiment is a state in which the ball entry rate of game balls into the second start winning opening 15 is higher compared to the non-specific gaming state. Also, the second specific gaming state is a state in which the ball entry rate of game balls into the second start winning opening 15 is higher compared to the first specific gaming state. That is, in the present embodiment, the ball entry rate of game balls into the second start winning opening 15 is high in the order of non-specific gaming state < first specific gaming state < second specific gaming state.
[0033] For example, the ball entry rate of game balls into the second start winning opening 15 can be improved by performing any one of the three controls described below, or by combining a plurality of controls. The first control is a variation time shortening control of the normal symbol that shortens the variation time of the normal game. The second control is a probability variation control of the normal symbol that varies the probability of winning a normal hit (normal hit probability) in the normal lottery to a high probability. The third control is an operation time extension control that lengthens the total operation time during which the normal movable piece 16 operates in the second operation state in one normal hit game. The operation time extension control may be at least one of a control that increases the number of operations during which the normal movable piece 16 operates in the second operation state in one normal hit game and a control that lengthens the operation time for one operation when the normal movable piece 16 operates in the second operation state in the normal hit game.
[0034] Specifically, in the present embodiment, the operation time during which the normal movable piece 16 operates in the second operation state in one normal winning game is long in the order of non-specific game state < first specific game state < second specific game state. Further, in the present embodiment, the operation time during which the normal movable piece 16 operates in the second operation state in one normal winning game when it is in the non-specific game state or the first specific game state is extremely shorter than the operation time during which the normal movable piece 16 operates in the second operation state in one normal winning game when it is in the second specific game state.
[0035] In particular, in the present embodiment, the operation time during which the normal movable piece 16 operates in the second operation state in one normal winning game when it is in the non-specific game state or the first specific game state is a time short enough that the game ball cannot substantially enter the second starting winning port 15. For this reason, in the present embodiment, in the non-specific game state or the first specific game state, it is more advantageous for the player when the game ball is launched into the left area R1a than when the game ball is launched into the right area R2a. That is, it can be said that the non-specific game state or the first specific game state is a game state in which left-handed shooting is recommended.
[0036] On the other hand, in the present embodiment, the operation time during which the normal movable piece 16 operates in the second operation state in one normal winning game when it is in the second specific game state is a time long enough that the game ball can sufficiently enter the second starting winning port 15. For this reason, in the present embodiment, in the second specific game state, it is more advantageous for the player when the game ball is launched into the right area R2a than when the game ball is launched into the left area R1a. That is, it can be said that the second specific game state is a game state in which right-handed shooting is recommended.
[0037] The specific game state may be realized by combining a fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the non-specific game state. In this case, the fluctuation time shortening control may shorten the fluctuation time of both the first special game and the second special game, or may shorten the fluctuation time of only one of them. When the special symbol fluctuation time shortening control is performed, the specific game state becomes a special symbol fluctuation time shortening state (time shortening state), and the non-specific game state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).
[0038] Here, the control conditions when the specific game state is controlled will be described. In the pachinko game machine 10 of this embodiment, there is a case where the machine is controlled to a specific game state after the end of a jackpot game. In other words, in this embodiment, the control conditions for controlling the machine to a specific game state include a jackpot control condition that can be established by the end of a jackpot game.
[0039] In the pachinko game machine 10 of this embodiment, there is a case where the specific game state is controlled after a specific win is won in a special lottery and a specific symbol is derived in a special game. In other words, in this embodiment, the control conditions controlled to the specific game state include a specific win control condition that can be established when a specific win is won in a special lottery. In this embodiment, when the current game state is a non-specific game state, a specific win can be won in a special lottery, while when the current game state is a specific game state, a specific win cannot be won in a special lottery. In other words, in this embodiment, when the current game state is a non-specific game state, a specific win control condition can be established, while when the current game state is a specific game state, a specific win control condition cannot be established.
[0040] Next, the conditions for ending the specific game state will be described. In the pachinko game machine 10 of this embodiment, the start of a jackpot game may be a trigger for the end of a specific game state. In other words, the end condition for the end of the specific game state includes a jackpot end condition that is established by the start of a jackpot game.
[0041] In the pachinko game machine 10 of this embodiment, the specific game state may end when a special game is executed a predetermined number of times as the upper limit number of times after being controlled to the specific game state. In other words, in this embodiment, the end condition for ending the specific game state includes a number end condition that is established when a special game is executed a predetermined number of times after being controlled to the specific game state.
[0042] In the pachinko game machine 10 of this embodiment, the specific game state may end when a special symbol is drawn in a special game. In other words, the end condition for ending the specific game state includes a special winning end condition that is established when a special symbol is drawn in a special game. In this embodiment, the special symbol is drawn in the special game when a special winning is won in a special lottery. Therefore, in this embodiment, the special winning end condition can be understood as a condition that is established when a special winning is won in a special lottery.
[0043] In the pachinko game machine 10 of this embodiment, the specific game state may end when a RAM clear process described later is executed. In other words, the end condition for ending the specific game state includes an initialization end condition that is established when a RAM clear process is executed.
[0044] Next, a special winning game in the pachinko gaming machine 10 of this embodiment will be described. The special winning game starts after the end of the special game in which special symbols are derived. In the special winning game, first, a predetermined effect is performed over a predetermined opening time. For example, the predetermined effect is an opening effect indicating the start of the special winning game. In the special winning game, after the opening time has elapsed, a round game is played in which the first large winning opening 18 is opened. That is, in the present embodiment, when winning a special win in the special lottery, a special winning game is generated in which the first large winning opening 18 is opened after deriving special symbols in the special game. Then, in the special winning game, when the ball entry condition that a predetermined upper limit number of game balls enter or the time elapse condition that a predetermined upper limit time has elapsed is satisfied, the first large winning opening 18 is closed. That is, in the present embodiment, the first special opening / closing piece 19 operates in an open state during the special winning game and operates in a closed state when the ball entry condition or the time elapse condition is satisfied. Also, in the present embodiment, a predetermined effect is performed during the round game. For example, the predetermined effect is a round effect indicating that the round game in which the first large winning opening 18 is opened is being executed. After that, in the special winning game, a predetermined effect is performed over a predetermined ending time. For example, the predetermined effect is an ending effect indicating the end of the special winning game. Then, the special winning game ends as the ending time elapses.
[0045] Next, the jackpot game in the present embodiment will be described. In the present embodiment, the jackpot game starts after the end of the special winning game on the condition that the game ball has passed through a specific area in the first passage 26a in the special winning game. In the present embodiment, the jackpot game corresponds to a special game.
[0046] In the jackpot game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the jackpot game. In the jackpot game, after the opening time has elapsed, a round game in which the second large prize winning hole 20 is opened is performed up to a predetermined upper limit number of times. One round game ends when a first round end condition in which a predetermined upper limit number of game balls enter the hole is met, or a second round end condition in which a predetermined upper limit time has elapsed is met. In the round game, the second large prize winning hole 20 is opened to a predetermined open state. Specifically, in this embodiment, the second large prize winning hole 20 is opened at the start of the round game and closed at the end of the round game. That is, in this embodiment, the second special opening / closing piece 21 operates to an open state at the start of the round game and operates to a closed state at the end of the round game. In this embodiment, a predetermined performance is performed during the round game. For example, the predetermined effect is a round effect indicating that a round game in which the second large winning port 20 is opened is being played. When the final round game ends, in the jackpot game, the predetermined effect is played for a predetermined ending time. For example, the predetermined effect is an ending effect indicating the end of the jackpot game. Then, the jackpot game ends as the ending time passes.
[0047] Next, the types of wins in this embodiment will be described. As shown in Fig. 3(a) and (b), the pachinko gaming machine 10 of this embodiment has a plurality of types of special symbols as special symbols. The types of special winning games are respectively determined for the plurality of types of special symbols. The types of special symbols can also be understood as the types of special winning games. In this embodiment, the first special symbol and the second special symbol each have a plurality of types of special symbols that are determined in advance.
[0048] The special symbols of the first special symbol are classified into three groups of special symbol ZA, special symbol ZB, and special symbol ZC at a predetermined ratio. Specifically, in the present embodiment, out of 100 types of the first special symbols classified as special symbols, 10 types of special symbols are classified into special symbol ZA, 40 types of special symbols are classified into special symbol ZB, and 50 types of special symbols are classified into special symbol ZC, respectively. In the following description, the special win based on the special symbol classified into special symbol ZA is referred to as "special win ZA", the special win based on the special symbol classified into special symbol ZB is referred to as "special win ZB", and the special win based on the special symbol classified into special symbol ZC is referred to as "special win ZC".
[0049] The special symbols of the second special symbol are classified into two groups of special symbol Za and special symbol Zb at a predetermined ratio. Specifically, in the present embodiment, out of 100 types of the second special symbols classified as special symbols, 75 types of special symbols are classified into special symbol Za, and 25 types of special symbols are classified into special symbol Zb, respectively. In the following description, the special win based on the special symbol classified into special symbol Za is referred to as "special win Za", and the special win based on the special symbol classified into special symbol Zb is referred to as "special win Zb".
[0050] Also, in the following description, the special win games based on each of the special wins of special win ZA, special win ZB, special win ZC, special win Za, and special win Zb are referred to as "special win game ZA", "special win game ZB", "special win game ZC", "special win game Za", and "special win game Zb", respectively.
[0051] In the special winning game of this embodiment, the first special opening / closing piece 19 operates in different operation patterns according to the type of special winning. Specifically, in each of the special winning games of special winning game ZA, special winning game ZB, special winning game ZC, and special winning game Za, the first special opening / closing piece 19 operates in an operation pattern in which a game ball can enter the first large winning opening 18. On the other hand, in the special winning game Zb, the first special opening / closing piece 19 operates in an operation pattern in which it is difficult for the game ball to enter the first large winning opening 18. In particular, in this embodiment, in the special winning game Zb, the first special opening / closing piece 19 operates in an operation pattern in which the game ball cannot substantially enter the first large winning opening 18.
[0052] Also, in the special winning game of this embodiment, the distribution shutter 28 operates in a certain operation pattern. In this operation pattern, the distribution shutter 28 operates in a first distribution state in which the game ball that has entered the first large winning opening 18 is distributed to the first passage 26a, and a second distribution state in which the game ball that has entered the first large winning opening 18 is distributed to the second passage 26b.
[0053] And in this embodiment, in the special winning game, when the game ball passes through a specific area in the first passage 26a and is detected by the specific passage sensor SE5, it is a big win, and a big win game is generated after the end of the special winning game. In the following description, in the special winning game, the fact that the game ball passes through a specific area in the first passage 26a and is detected by the specific passage sensor SE5 is referred to as a "specific condition".
[0054] As described above, in this embodiment, in each of the special winning games ZA, ZB, ZC, and Za, the first special opening / closing piece 19 is operated in an operation pattern in which a game ball can enter the first large winning opening 18, and the distribution shutter 28 is operated in an operation pattern in which the game ball that has entered the first large winning opening 18 can pass through the first passage 26a. Therefore, in this embodiment, in each of the special winning games ZA, ZB, ZC, and Za, a jackpot game can occur when specific conditions are met. In particular, in this embodiment, in each of the special winning games ZA, ZB, ZC, and Za, if a game ball is hit to the right during the special winning game, the first special opening / closing piece 19 and the distribution shutter 28 are operated in an operation pattern such that the game ball enters the first large winning opening 18 and passes through the first passage 26a with an extremely high probability. That is, in this embodiment, in each of the special winning games ZA, ZB, ZC, and Za, if a game ball is hit to the right during the special winning game, specific conditions are met with an extremely high probability and a jackpot game occurs.
[0055] On the other hand, in the special winning game Zb, in the special winning game Zb, the first special opening / closing piece 19 is operated in an operation pattern in which a game ball cannot substantially enter the first large winning opening 18. Therefore, in this embodiment, in the special winning game Zb, in principle, specific conditions are not met and a jackpot game does not occur.
[0056] In the following description, the jackpot games that occur when specific conditions are met in each of the special winning games ZA, ZB, ZC, Za, and Zb are referred to as "jackpot game ZA", "jackpot game ZB", "jackpot game ZC", "jackpot game Za", and "jackpot game Zb", respectively.
[0057] In this embodiment, in the big win games ZA and Za, the upper limit number of rounds of the round game is set to 10 times. Also, in the big win games ZB, ZC, and Zb, the upper limit number of rounds of the round game is set to 2 times. Note that the upper limit number of rounds of the round game in this specification includes, in addition to the opening of the second big winning port 20 in the big win game that occurs when specific conditions are satisfied in the special winning game, the opening of the first big winning port 18 in the special winning game that triggers the occurrence of the big win game. That is, when a big win game occurs based on the special wins ZA and Za, it can be said that a total of 10 rounds of the round game are executed, combining the opening of the first big winning port 18 in the special winning game and the opening of the second big winning port 20 in the big win game based on the special win. Also, when a big win game occurs based on the special wins ZB, ZC, and Zb, it can be said that a total of 2 rounds of the round game are executed, combining the opening of the first big winning port 18 in the special winning game and the opening of the second big winning port 20 in the big win game based on the special win.
[0058] In this embodiment, for each big win game, a game state controlled after the end of the big win game and an end condition of the specific game state when controlled to the specific game state are defined. Specifically, after the end of each big win game, it is controlled to a game state corresponding to the game state at the time of the big win. Here, the game state at the time of the big win refers to the game state at the time when specific conditions are satisfied in the special winning game. That is, in this embodiment, the game state at the time of the big win is the game state when the game ball passes through a specific area in the first passage 26a and is detected by the specific passage sensor SE5 in the special winning game.
[0059] For example, after the end of the big win game ZA, it is controlled to the second specific game state regardless of the game state at the time of the big win. Also, when it is controlled to the second specific game state after the end of the big win game ZA, when the game state at the time of the big win is a non-specific game state, the end condition of the specific game state is the third condition pattern, while when the game state at the time of the big win is a specific game state, the end condition of the specific game state is the second condition pattern. Note that the end conditions of the specific game state will be described in detail later.
[0060] After the end of the big win game ZB, it is controlled to the second specific game state regardless of the game state during the big win. Also, when it is controlled to the second specific game state after the end of the big win game ZB, when the game state during the big win is the non-specific game state, the end condition of the specific game state becomes the second condition pattern, while when the game state during the big win is the specific game state, the end condition of the specific game state becomes the third condition pattern.
[0061] After the end of the big win game ZC, whether it is controlled to the specific game state or not depends on the game state during the big win. When the game state during the big win is the non-specific game state, it is also controlled to the non-specific game state after the end of the big win game ZC. On the other hand, when the game state during the big win is the specific game state, it is controlled to the first specific game state after the end of the big win game ZC. Also, when it is controlled to the first specific game state after the end of the big win game ZC, the end condition of the specific game state becomes the first condition pattern.
[0062] After the end of the big win game Za, it is controlled to the second specific game state regardless of the game state during the big win. Also, when it is controlled to the second specific game state after the end of the big win game Za, the end condition of the specific game state becomes the second condition pattern regardless of the game state during the big win. Also, after the end of the big win game Zb, it is controlled to the non-specific game state regardless of the game state during the big win.
[0063] Also, the pachinko gaming machine 10 of the present embodiment includes a plurality of types of specific symbols as special symbols. Each of the plurality of types of specific symbols has a defined type of specific win. In the present embodiment, the first special symbol includes a plurality of types of specific symbols. On the other hand, in the present embodiment, the second special symbol does not include a specific symbol. That is, the pachinko gaming machine 10 of the present embodiment is configured to be able to win a specific win in the first special lottery, while not being able to win a specific win in the second special lottery.
[0064] The specific symbols of the first special symbol are classified into two groups, namely, specific symbol ZX and specific symbol ZY, at a predetermined ratio. In this embodiment, specific symbol ZX corresponds to the first symbol, and specific symbol ZY corresponds to the second symbol. Specifically, in this embodiment, out of 100 types of the first special symbols classified as specific symbols, 20 types of special symbols are classified as specific symbol ZX, and 80 types of special symbols are classified as specific symbol ZY. In the following description, a specific win based on the special symbols classified as specific symbol ZX is referred to as "specific win ZX", and a specific win based on the special symbols classified as specific symbol ZY is referred to as "specific win ZY".
[0065] In this embodiment, when a specific win is achieved, after the end of the special game in which the specific symbol is derived, it is controlled to a specific game state without a win game occurring. For example, when a specific win ZX is achieved, after the end of the special game in which specific symbol ZX is derived, it is controlled to the second specific game state. And when it is controlled to the second specific game state after the end of the special game in which specific symbol ZX is derived, the end condition of the specific game state becomes the second condition pattern.
[0066] Also, when a specific win ZY is achieved, after the end of the special game in which specific symbol ZY is derived, it is controlled to the first specific game state. And when it is controlled to the first specific game state after the end of the special game in which specific symbol ZY is derived, the end condition of the specific game state becomes the first condition pattern.
[0067] Here, the condition pattern that determines the end condition of the specific game state in this embodiment will be described. As shown in FIG. 3(c), in this embodiment, there are multiple types of condition patterns for the end condition of the specific game state. Each condition pattern defines an end condition for the specific game state to end.
[0068] For example, in the first condition pattern, a predetermined number of operations (e.g., 1324 times) is defined as the number of operations when the operation end condition is satisfied. That is, when the end condition of a specific game state is the first condition pattern, the specific game state ends when a special game with a certain number of operations has been executed since being controlled to the specific game state. Also, in the first condition pattern, as the types of special wins when the special win end condition is satisfied, special win ZA, special win ZB, and special win Za are defined, and the upper limit number of winning times for each special win is defined as 1 time. That is, when the end condition of a specific game state is the first condition pattern, in the special game, when any one of the special symbols ZA, special symbol ZB, and special symbol Za is derived, the specific game state ends. On the other hand, when the end condition of a specific game state is the first condition pattern, in the special game, when the special symbol ZC or the special symbol Zb is derived, the specific game state does not end. In other words, when the end condition of a specific game state is the first condition pattern, when any one of the special wins ZA, special win ZB, and special win Za is won once, the specific game state ends with the end of the special game for that special win, while when winning the special win ZC or the special win Zb, the specific game state does not end.
[0069] In the second condition pattern, the number of operating times when the number-of-times end condition is satisfied is not defined. That is, when the end condition of a specific gaming state is the second condition pattern, the specific gaming state does not end upon the satisfaction of the number-of-times end condition. Also, in the second condition pattern, as the types of special wins when the special-win end condition is satisfied, special win ZB, special win ZC, special win Za, and special win Zb are defined, and one time is defined as the upper limit number of winning times for each special win. That is, when the end condition of a specific gaming state is the second condition pattern, in a special game, when any one of special symbol ZB, special symbol ZC, special symbol Za, and special symbol Zb is derived, the specific gaming state ends. On the other hand, when the end condition of a specific gaming state is the second condition pattern, in a special game, when special symbol ZA is derived, the specific gaming state does not end. In other words, when the end condition of a specific gaming state is the second condition pattern, when any one of special win ZB, special win ZC, special win Za, and special win Zb is won once, the specific gaming state ends with the end of the special game of that special win. On the other hand, when winning special win ZA, the specific gaming state does not end.
[0070] In the third condition pattern, the number of operating times when the number-of-times end condition is satisfied is not defined. That is, when the end condition of a specific gaming state is the third condition pattern, the specific gaming state does not end upon the satisfaction of the number-of-times end condition. Also, in the third condition pattern, as the types of special wins when the special win end condition is satisfied, special win ZC and special win Za are defined, and one time is defined as the upper limit number of winning times for each special win. That is, when the end condition of a specific gaming state is the third condition pattern, in a special game, the specific gaming state ends upon the derivation of either special symbol ZC or special symbol Za. On the other hand, when the end condition of a specific gaming state is the third condition pattern, in a special game, the specific gaming state does not end upon the derivation of any of special symbol ZA, special symbol ZB, and special symbol Zb. In other words, when the end condition of a specific gaming state is the third condition pattern, when either special win ZC or special win Za is won once, the specific gaming state ends with the end of the special game of that special win, while the specific gaming state does not end upon winning special win ZA, special win ZB, or special win Zb.
[0071] Also, in the present embodiment, regardless of whether the end condition of a specific gaming state is any of the first condition pattern to the third condition pattern, the specific gaming state ends upon the satisfaction of the jackpot end condition. Similarly, in the present embodiment, regardless of whether the end condition of a specific gaming state is any of the first condition pattern to the third condition pattern, the specific gaming state ends upon the satisfaction of the initialization end condition.
[0072] In the pachinko gaming machine 10 of the present embodiment, when controlled to the first specific gaming state, the end condition of the specific gaming state is the first condition pattern, while when controlled to the second specific gaming state, the end condition of the specific gaming state is either the second condition pattern or the third condition pattern. In the present embodiment, the non-specific gaming state corresponds to the second state. Also, in the present embodiment, the first specific gaming state corresponds to the third state. And, in the present embodiment, the second specific gaming state corresponds to the first state.
[0073] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In the present embodiment, the effect display device 12 is capable of executing an effect symbol variation game in which effect symbols are variably displayed in a plurality of columns and finally a combination of effect symbols is derived. In the following description, the effect symbol variation game is abbreviated as an "effect game". The effect symbols are symbols (decorative symbols) decorated with characters, patterns, etc., and are for diversifying the display effects. In the present embodiment, the effect game is performed by variably displaying (scroll-displaying) the symbol columns in the first column, the second column, and the third column in a predetermined direction.
[0074] The effect game starts with the start of a special game and ends with the end of the special game. Specifically, in the effect game, after the effect symbols in each of the symbol columns in the first to third columns are temporarily stopped (hereinafter referred to as "once stopped display"), the effect symbols once stopped in each symbol column are fixedly stopped, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols corresponding to the special symbols derived in the special game is derived. Specifically, when a special symbol (special winning result) is derived in the special game, a special winning symbol combination by the effect symbols is also derived in the effect game. Further, when a specific symbol (specific winning result) is derived in the special game, a specific winning symbol combination by the effect symbols is derived in the effect game. And when a losing symbol (losing result) is derived in the special game, a losing symbol combination by the effect symbols is derived in the effect game. In the following description, the special game and the effect game may be collectively referred to as a "variation game".
[0075] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 4, the pachinko gaming machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs control signals such as control commands, which are an example of control information, according to the results of the processes. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that control signals can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes predetermined processes based on the control signals input from the main control board 40.
[0076] The main control board 40 will be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 41a) and a storage unit (memory). The main control CPU 41a executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 41b) from which information can be read but into which information cannot be written, and a RAM area (hereinafter referred to as the main control RAM 41c) into which information can be read and written.
[0077] The main control ROM 41b stores determination values, tables, etc. used for various determinations and lotteries. In the present embodiment, the main control ROM 41b corresponds to storage means for storing various information. The main control ROM 41b stores a plurality of types of variation patterns. The variation pattern is variation information that can specify the content of the variation game. In particular, in the present embodiment, the variation pattern is information that can specify the variation time from the start to the end of the special game. The variation pattern may be information that can specify the content of the effect performed during the execution of the special game. Further, the main control ROM 41b stores a plurality of types of variation determination information. The variation determination information is information that defines the determination mode of the variation pattern. In particular, in the present embodiment, the variation determination information is a set of determination values used in the variation pattern determination lottery. The variation determination information may be a distribution table used in the variation pattern determination lottery.
[0078] The main control RAM 41c stores various information that can be rewritten according to the results of processing by the main control CPU 41a. For example, the information stored in the main control 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 random number generation processing by the main control CPU 41a. Note that the main control CPU 41a, the main control ROM 41b, and the main control RAM 41c are not limited to being configured as one chip as the microprocessor 41, and may be configured separately.
[0079] The main control CPU 41a is connected to the first start winning sensor SE1, the second start winning sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific passage sensor SE5, and the gate sensor SE6. The main control CPU 41a is configured to be able to input detection signals output when each sensor detects a game ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to be able to control the display content of the information display device 13.
[0080] The main control CPU 41a is connected to the first solenoid SL1, the second solenoid SL2, the third solenoid SL3, and the fourth solenoid SL4. The main control CPU 41a is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU 41a is configured to be able to control the operation of the first special opening and closing piece 19 by controlling the second solenoid SL2. The main control CPU 41a is configured to be able to control the operation of the second special opening and closing piece 21 by controlling the third solenoid SL3. The main control CPU 41a is configured to be able to control the operation of the distribution shutter 28 by controlling the fourth solenoid SL4.
[0081] The pachinko gaming machine 10 of this embodiment is provided with a backup power source (not shown) that can supply power to the main control board 40 after the power of the pachinko gaming machine 10 is turned off. The backup power source is, for example, a capacitor or a secondary battery. And the main control board 40 is supplied with power from the pachinko gaming machine 10 when the power is supplied to the pachinko gaming machine 10, while after the power of the pachinko gaming machine 10 is turned off, power is supplied from the backup power source, so that various information stored in the main control RAM 41c can be stored and held (backed up). For example, the information that the main control RAM 41c can store and hold includes information that can identify the result of a special lottery. That is, the main control RAM 41c is configured to be able to store and hold the result of the special lottery even when the power supply from outside the machine is cut off. Also for example, the information that the main control RAM 41c can store and hold includes information that can identify the current gaming state. That is, the main control RAM 41c is configured to be able to store and hold the gaming state at the time when the power supply is cut off even when the power supply from outside the machine is cut off.
[0082] Also, the pachinko gaming machine 10 of this embodiment is provided with a RAM clear switch CS that can operate to erase the stored content of the main control RAM 41c. The main control CPU 41a is connected to the RAM clear switch CS via a RAM clear switch circuit (not shown). The main control CPU 41a is configured to be able to input an operation signal output when the RAM clear switch CS is operated (pressed). When the main control CPU 41a inputs an operation signal indicating that the RAM clear switch CS has been operated at the time of power-on of the pachinko gaming machine 10, the main control CPU 41a executes a RAM clear process as initialization control to initialize (erase) various information stored in the main control RAM 41c.
[0083] Next, the sub-control board 50 will be described in detail. The sub-control board 50 includes a sub-control CPU 50a, a sub-control ROM 50b, and a sub-control RAM 50c. The sub-control CPU 50a performs various processes related to the presentation by executing a program for sub-control. The sub-control ROM 50b stores a sub-control program, determination values used for a predetermined lottery, and the like. The sub-control ROM 50b stores display presentation data used for display presentation, light emission presentation data used for light emission presentation, voice presentation data used for voice presentation, and movable body presentation data used for movable body presentation.
[0084] The sub-control RAM 50c stores various pieces of information that can be rewritten during the operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 50c includes flags, counters, and timers. In the present embodiment, the sub-control board 50 is configured to be able to generate software random numbers by a random number generation process performed by the sub-control CPU 50a. Note that the sub-control board 50 may include a random number generation circuit and be able to generate hardware random numbers.
[0085] The sub-control CPU 50a is connected to the presentation display device 12. The sub-control CPU 50a is configured to be able to control the display content of the presentation display device 12. The sub-control CPU 50a is connected to the decorative lamp LA. The sub-control CPU 50a is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control CPU 50a is connected to the speaker SP. The sub-control CPU 50a is configured to be able to control the output mode of the speaker SP. Thus, in the present embodiment, the sub-control CPU 50a functions as presentation control means for controlling presentation execution means.
[0086] Next, various processes performed by the main control CPU 41a will be described. First, control at the time of power-on in the pachinko gaming machine 10 of the present embodiment will be described. In the power-on process, the main control CPU 41a determines whether the RAM clear switch CS is operated to the on state based on whether an operation signal is received from the RAM clear switch CS.
[0087] When the RAM clear switch CS is operated to the ON state, the main control CPU 41a performs the RAM clear process of the main control RAM 41c. In the RAM clear process of the main control RAM 41c, the main control CPU 41a initializes (erases) the stored content of the main control RAM 41c. Also, the main control CPU 41a outputs a RAM clear command to the sub-control board 50 along with the execution of the RAM clear process of the main control RAM 41c. Subsequently, the main control CPU 41a controls to a state where a special game can be executed. After that, the main control CPU 41a ends the RAM clear process of the main control RAM 41c and ends the power-on process.
[0088] On the other hand, when the RAM clear switch CS is not operated to the ON state, the main control CPU 41a checks whether there is a backup abnormality, that is, whether there is an abnormality in the stored content of the main control RAM 41c. If there is a backup abnormality, the main control CPU 41a performs the RAM clear process in the same manner as when the RAM clear switch CS of the main control RAM 41c is operated to the ON state.
[0089] On the other hand, when there is no backup abnormality, the main control CPU 41a performs the main control return process. The main control CPU 41a outputs a return command to the sub-control board 50 along with the start of the main control return process. Subsequently, the main control CPU 41a controls to a state where a special game can be executed based on various information held (backed up) in the main control RAM 41c. For example, when the main control CPU 41a determines that information indicating that a special game is being executed is held in the main control RAM 41c, it controls to resume the ongoing special game based on that information. Further, the main control CPU 41a outputs a return-time information command that can identify at least a part of the stored content of the main control RAM 41c to the sub-control board 50. The return-time information command is a command that can identify, for example, whether a special game is being executed, whether it is a winning game, the current game state, and the condition pattern set as the end condition of a specific game state. After that, the main control CPU 41a ends the main control return process and ends the power-on process.
[0090] Next, the special symbol input process will be described. In the special symbol input process, the main control CPU 41a determines whether a game ball has won the first start winning opening 14 based on whether a detection signal is input from the first start winning sensor SE1. When the game ball wins the first start winning opening 14, the main control CPU 41a determines whether the first special hold count stored in the main control RAM 41c is less than the upper limit number (4 in this embodiment). When the first special hold count is less than the upper limit number, the main control CPU 41a adds 1 to the first special hold count and updates it. Subsequently, the main control CPU 41a controls the first special hold display unit 13c to display information that can identify the updated first special hold count. In this way, the hold condition for the first special game is established when the game ball is detected by the first start winning sensor SE1 while the first special hold count is less than the upper limit number. At this time, the main control CPU 41a generates information (hereinafter referred to as the first hold count command) that can identify the updated first special hold count and sets it in the output buffer. In this embodiment, the information (control command) set in the output buffer is output to the sub-control board 50 in a predetermined output process.
[0091] Next, the main control CPU 41a acquires a random number generated within the main control board 40 and stores random number information based on the acquired random number in the main control RAM 41c. For example, the random numbers are special winning random numbers used for special lotteries, special symbol random numbers used for determining special symbols, and variable pattern random numbers used for determining variable patterns. The main control CPU 41a stores the random number information so that it can be identified as random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself or information obtained by processing the random number by a predetermined method. By storing the random number information used for the first special game in the main control RAM 41c, the pachinko game machine 10 of this embodiment can hold the execution of the first special game until the start condition of the first special game is satisfied.
[0092] When the random number information for the first special game is stored in the main control RAM 41c, when no game ball has won in the first start winning opening 14, and when the first special hold count is not less than the upper limit number, the main control CPU 41a determines whether a game ball has won in the second start winning opening 15 based on whether a detection signal is input from the second start winning sensor SE2. When a game ball has won in the second start winning opening 15, the main control CPU 41a determines whether the second special hold count stored in the main control RAM 41c is less than the upper limit number (2 in this embodiment). When the second special hold count is less than the upper limit number, the main control CPU 41a adds 1 to the second special hold count and updates it. At this time, the main control CPU 41a controls the second special hold display unit 13d to display information that can identify the updated second special hold count. In this way, the hold condition for the second special game is established when the second special hold count is less than the upper limit number and a game ball is detected by the second start winning sensor SE2. Also, at this time, the main control CPU 41a generates information (hereinafter referred to as the second hold count command) that can identify the updated second special hold count and sets it in the output buffer.
[0093] Next, the main control CPU 41a acquires the random number generated within the main control board 40 and stores the random number information based on the acquired random number in the main control RAM 41c. The main control CPU 41a stores the random number information so that it can be identified that it is the random number information used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main control RAM 41c, the pachinko gaming machine 10 of this embodiment can hold the execution of the second special game until the execution conditions for the second special game are satisfied.
[0094] Next, the special symbol start process will be described. In the special symbol start process, the main control CPU 41a determines whether the execution conditions for the special game are satisfied. The main control CPU 41a makes an affirmative determination when it is not during a winning game and not during the execution of a special game, while making a negative determination when it is during a winning game or during the execution of a special game. If the execution conditions for the special game are not satisfied, the main control CPU 41a ends the special symbol start process. If the execution conditions for the special game are satisfied, the main control CPU 41a determines whether the second special reservation number stored in the main control RAM 41c is "1" or more. If the second special reservation number is "1" or more, the main control CPU 41a performs a process of executing the second special game. On the other hand, if the second special reservation number is not "1" or more, the main control CPU 41a determines whether the first special reservation number stored in the main control RAM 41c is "1" or more. If the first special reservation number is "1" or more, the main control CPU 41a performs a process of executing the first special game.
[0095] On the other hand, if the first special reservation number is not "1" or more, the main control CPU 41a determines whether an output-completed flag is set in a predetermined storage area in the main control RAM 41c. The output-completed flag is information that can identify that a standby state command that can identify that it is in a standby state has been output. The standby state is a state when no special game is being executed, no winning game has occurred, and no special game is reserved. If the output-completed flag is not set, the main control CPU 41a generates a standby state command and outputs it to the sub-control board 50, and sets the output-completed flag in the main control RAM 41c. Thereafter, the main control CPU 41a ends the special symbol start process. On the other hand, if the output-completed flag is set, the main control CPU 41a ends the special symbol start process without newly generating a standby state command.
[0096] When the main control CPU 41a performs the process of executing a special game, first, it decrements and updates the special pending number stored in the main control RAM 41c by "1". Specifically, when the main control CPU 41a executes the first special game, it decrements and updates the first special pending number by "1", and controls the first special pending display unit 13c so that the updated first special pending number is displayed. At this time, the main control CPU 41a generates a first pending number command indicating the updated first special pending number and sets it in the output buffer. Similarly, when the main control CPU 41a executes the second special game, it decrements and updates the second special pending number by "1", and controls the second special pending display unit 13d so that the updated second special pending number is displayed. At this time, the main control CPU 41a generates a second pending number command indicating the updated second special pending number and sets it in the output buffer.
[0097] Next, the main control CPU 41a acquires the earliest stored random number information among the random number information for the special game from the main control RAM 41c. Subsequently, the main control CPU 41a performs a special lottery using the special winning random number specified from the acquired random number information. Specifically, when the main control CPU 41a executes the first special game, it acquires the earliest stored random number information among the random number information for the first special game from the main control RAM 41c, and performs the first special lottery using the special winning random number specified from the acquired random number information. Similarly, when the main control CPU 41a executes the second special game, it acquires the earliest stored random number information among the random number information for the second special game from the main control RAM 41c, and performs the second special lottery using the special winning random number specified from the acquired random number information.
[0098] Here, the main control CPU 41a determines whether or not to win a special win by determining whether or not the value of the special winning random number matches the special win determination value stored in the main control ROM 41b.
[0099] At this time, the main control CPU 41a determines whether or not to win a special hit using different special hit determination values for the first special lottery and the second special lottery. Therefore, in this embodiment, the probability of winning a special hit in the first special lottery is different from the probability of winning a special hit in the second special lottery. Specifically, in this embodiment, in the second special lottery, the special hit determination values are allocated so that the probability of winning a special hit is higher compared to the first special lottery. Therefore, in this embodiment, the second specific game state, in which it is easier to execute the second special lottery by making it easier to enter game balls into the second start winning opening 15 compared to the non-specific game state and the first specific game state, can be said to be a state more advantageous to the player than the non-specific game state and the first specific game state.
[0100] When the value of the special hit random number matches the special hit determination value, the main control CPU 41a performs a special hit variation process. In the special hit variation process, the main control CPU 41a determines one of the special symbols from among the special symbols classified as special symbols by performing a determination lottery of the special symbol based on the value of the special symbol random number specified from the acquired random number information. This determined special symbol becomes the confirmed stop symbol derived in the special game.
[0101] On the other hand, when the value of the special hit random number does not match the special hit determination value, the main control CPU 41a determines whether or not to win a specific hit by determining whether or not the value of the special hit random number matches the specific hit determination value stored in the main control ROM 41b.
[0102] At this time, the main control CPU 41a determines whether or not to win a specific win using different specific win determination values according to the current game state. For this reason, in the present embodiment, the probability of winning a specific win during a non-specific game state is different from the probability of winning a specific win during a specific game state. For example, when it is a non-specific game state, the specific win determination value may be allocated so as to win a specific win with a higher probability compared to when it is a specific game state. Specifically, in the present embodiment, the specific win determination value is allocated such that a specific win can be obtained when it is a non-specific game state, while a specific win cannot be obtained when it is a specific game state. That is, in the present embodiment, in the non-specific game state, the result of the special lottery may be a specific win, while in the specific game state, the result of the special lottery is not a specific win. For this reason, from the viewpoint that the non-specific game state is more likely to shift to a second specific game state that is more advantageous to the player than the non-specific game state and the first specific game state compared to the first specific game state where the result of the special lottery is not a specific win, it can be said that it is a state more advantageous to the player than the first specific game state.
[0103] Further, the main control CPU 41a determines whether or not to win a specific win using different specific win determination values in the first special lottery and the second special lottery. For this reason, in the present embodiment, the probability of winning a specific win in the first special lottery is different from the probability of winning a specific win in the second special lottery. For example, in the first special lottery, the specific win determination value may be allocated so as to win a specific win with a higher probability compared to the second special lottery. Specifically, in the present embodiment, the specific win determination value is allocated such that a specific win can be obtained in the first special lottery, while a specific win cannot be obtained in the second special lottery.
[0104] In this embodiment, when the first special lottery is conducted during a non-specific gaming state and the value of the special winning random number does not match the special winning determination value, the specific winning determination value is allocated so as to always win a specific win. That is, in this embodiment, in the non-specific gaming state, the result of the first special lottery becomes either a special win or a specific win. And, in this embodiment, the probability of winning a specific win when the first special lottery is conducted during the non-specific gaming state is higher than the probability of winning a special win when the first special lottery is conducted during the non-specific gaming state. In particular, in this embodiment, the probability of winning a specific win when the first special lottery is conducted during the non-specific gaming state is an extremely high probability compared to the probability of winning a special win when the first special lottery is conducted during the non-specific gaming state. More specifically, it is a probability of 100 times or more the probability of winning a special win when the first special lottery is conducted during the non-specific gaming state.
[0105] Also, as described above, in this embodiment, out of the 100 types of first special symbols classified into specific symbols, 20 types of special symbols are classified into the specific symbol ZX, and 80 types of special symbols are classified into the specific symbol ZY, respectively. For this reason, in this embodiment, when the first special lottery is conducted during the non-specific gaming state, the probability that the result of the special lottery becomes a specific win ZY is higher than the probability that the result of the special lottery becomes a specific win ZX.
[0106] When the value of the special winning random number matches the specific winning determination value, the main control CPU 41a performs a specific winning variation process. In the specific winning variation process, the main control CPU 41a determines a specific special symbol from among the special symbols classified into specific symbols by conducting a determination lottery of the special symbol based on the value of the special symbol random number specified from the acquired random number information. This determined special symbol becomes the confirmed stop symbol derived in the special game.
[0107] When the value of the special winning random number does not match either the special winning determination value or the specific winning determination value, the main control CPU 41a performs a deviation variation process. In the deviation variation process, the main control CPU 41a determines a special symbol as a deviation symbol. This determined special symbol becomes the fixed stop symbol derived in the special game.
[0108] Then, when the main control CPU 41a determines the fixed stop symbol derived in the special game, it determines the variation pattern by performing a variation pattern determination lottery based on the value of the variation pattern random number specified from the acquired random number information. At this time, when the main control CPU 41a determines a special symbol as the fixed stop symbol, it determines the variation pattern from among the variation patterns for special wins. When the main control CPU 41a determines a specific symbol as the fixed stop symbol, it determines the variation pattern from among the variation patterns for specific wins. When the main control CPU 41a determines a deviation symbol as the fixed stop symbol, it determines the variation pattern from among the variation patterns for deviations.
[0109] Also, as shown in FIG. 5, the main control CPU 41a determines the variation pattern by referring to the variation determination information corresponding to the current gaming state in the variation pattern determination lottery. That is, the main control CPU 41a determines the variation pattern based on different variation determination information according to the current gaming state in the variation pattern determination lottery. For example, when the current gaming state is a non-specific gaming state, the main control CPU 41a determines the variation pattern based on the first variation determination information. Also, when the current gaming state is the first specific gaming state, the main control CPU 41a determines the variation pattern based on the second variation determination information. Further, when the current gaming state is the second specific gaming state, the main control CPU 41a determines the variation pattern based on any one of the third variation determination information and the fourth determination information. Specifically, when the current gaming state is the second specific gaming state and the second condition pattern is set as the end condition of the specific gaming state, the main control CPU 41a determines the variation pattern based on the third variation determination information. On the other hand, when the current gaming state is the second specific gaming state and the third condition pattern is set as the end condition of the specific gaming state, the main control CPU 41a determines the variation pattern based on the fourth variation determination information. Thus, in the present embodiment, the non-specific gaming state, the first specific gaming state, and the second specific gaming state are states in which the referred variation determination information is different from each other.
[0110] Then, when the main control CPU 41a determines the variation pattern, it ends the special symbol start process. When the special symbol start process ends, the main control CPU 41a executes a special game by performing a process different from the special symbol start process. Specifically, the main control CPU 41a controls the display content of the information display device 13 to start the variation of the first special symbol or the second special symbol. Also, the main control CPU 41a sets information (hereinafter referred to as a special symbol designation command) for designating the special symbol determined in the special symbol start process in the output buffer. Further, the main control CPU 41a sets information (hereinafter referred to as a variation pattern designation command) for designating a variation pattern and instructing the start of the effect game in the output buffer. Moreover, the main control CPU 41a measures the variation time defined in the variation pattern determined in the special symbol start process. Then, when the variation time defined in the variation pattern has elapsed, the main control CPU 41a controls the information display device 13 so that the special symbol determined in the special symbol start process is derived. Also, when the variation time defined in the variation pattern determined in the special symbol start process has elapsed, the main control CPU 41a sets information (hereinafter referred to as an all symbols stop command) for deriving the combination of the effect symbols in the output buffer. By the control as described above, in the pachinko gaming machine 10 of the present embodiment, it is possible to execute a variation game in which the symbols are varied. In the present embodiment, the main control CPU 41a corresponds to main control means for performing various controls including control related to the variation game.
[0111] Next, the special winning process for causing the main control CPU 41a to perform a special winning game will be described. After the end of the special game of the special winning, the main control CPU 41a performs a special winning process. In the special winning process, the main control CPU 41a performs control according to the type of the selected special winning to cause a special winning game based on the selected special winning.
[0112] First, the main control CPU 41a starts measuring the opening time, generates information that can identify the start of a special winning game (hereinafter referred to as a special winning game start command), and sets it in the output buffer. When the opening time has elapsed, the main control CPU 41a controls the second solenoid SL2 so that the first large winning opening 18 is opened based on a predetermined opening pattern, and generates information that can identify that the first large winning opening 18 has been opened (hereinafter referred to as an opening start command) and sets it in the output buffer. Thereafter, when the ball entry condition or the time elapse condition is satisfied, the main control CPU 41a controls the second solenoid SL2 so that the first large winning opening 18 is closed, and generates information that can identify that the first large winning opening 18 has been closed (hereinafter referred to as an opening end command) and sets it in the output buffer. Thereafter, the main control CPU 41a starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU 41a generates information that can identify the end of the special winning game (hereinafter referred to as a special winning game end command) and sets it in the output buffer. Thereafter, the main control CPU 41a ends the special winning process.
[0113] Also, in the special winning process, the main control CPU 41a controls the fourth solenoid SL4 to operate the distribution shutter 28 based on a predetermined operation pattern during the special winning game. Then, at the end of the special winning game, if the operation of the distribution shutter 28 based on the predetermined operation pattern has not ended, the main control CPU 41a controls the fourth solenoid SL4 to end the operation of the distribution shutter 28 with the end of the special winning game.
[0114] Next, the jackpot process for causing the main control CPU 41a to perform a jackpot game will be described. In the present embodiment, by the main control CPU 41a executing the jackpot process, special game control means for performing control to cause a special game is realized.
[0115] When the main control CPU 41a detects a game ball passing through the specific passage sensor SE5 during a special winning game, it performs jackpot processing after the end of the special winning game. In the jackpot processing, the main control CPU 41a generates a jackpot game based on the selected special winning by performing control according to the type of special winning that triggered the jackpot game. That is, in the present embodiment, when the result of the special lottery is a special winning, a jackpot game based on the special winning can be generated thereafter.
[0116] In the jackpot processing, the main control CPU 41a starts measuring the opening time, generates information that can identify the start of the jackpot game (hereinafter referred to as the jackpot game start command), and sets it in the output buffer. When the opening time has elapsed, the main control CPU 41a performs processing for executing a round game. Specifically, the main control CPU 41a controls the third solenoid SL3 so that the second big winning port 20 is opened based on a predetermined opening pattern, and starts the round game. After starting the round game, when the first round end condition or the second round end condition is satisfied, the main control CPU 41a controls the third solenoid SL3 so that the second big winning port 20 is closed, and ends the round game. The main control CPU 41a repeatedly performs such processing for executing a round game until the upper limit number of round games is completed. Also, each time the main control CPU 41a starts a round game, it generates information that can identify the start of the round game (hereinafter referred to as the round start command) and sets it in the output buffer. Also, each time the main control CPU 41a ends a round game, it generates information that can identify the end of the round game (hereinafter referred to as the round end command) and sets it in the output buffer.
[0117] When the last round game ends, the main control CPU 41a starts measuring the ending time. When the ending time has elapsed, the main control CPU 41a generates information that can identify the end of the jackpot game (hereinafter referred to as the jackpot game end command) and sets it in the output buffer. Thereafter, the main control CPU 41a ends the jackpot processing.
[0118] Next, the processing related to the game state performed by the main control CPU 41a will be described. The main control CPU 41a can control the game state by setting a predetermined value in the operation flag stored in the main control RAM 41c. Specifically, the main control CPU 41a controls to the unspecified game state by setting a value that can specify the unspecified game state in the operation flag. The main control CPU 41a controls to the first specific game state by setting a value that can specify the first specific game state in the operation flag. The main control CPU 41a controls to the second specific game state by setting a value that can specify the second specific game state in the operation flag.
[0119] Also, the main control CPU 41a can set the end condition of the specific game state by setting a predetermined value in the condition pattern flag stored in the main control RAM 41c. Specifically, the main control CPU 41a sets the first condition pattern as the condition pattern of the end condition of the specific game state by setting a value that can specify the first condition pattern in the condition pattern flag. The main control CPU 41a sets the second condition pattern as the condition pattern of the end condition of the specific game state by setting a value that can specify the second condition pattern in the condition pattern flag. The main control CPU 41a sets the third condition pattern as the condition pattern of the end condition of the specific game state by setting a value that can specify the third condition pattern in the condition pattern flag. When the main control CPU 41a updates the values of the operation flag and the condition pattern flag, it generates a game state command that can specify the current game state and sets it in the output buffer.
[0120] When the main control CPU 41a is controlled to the specific game state, upon the derivation of a predetermined special symbol in the special game, it sets a value that can specify the unspecified game state in the operation flag and erases the value of the condition pattern flag. Thereby, the main control CPU 41a can control to end the specific game state upon the fulfillment of the special win end condition.
[0121] Specifically, when the first condition pattern is set as the end condition of a specific game state, the main control CPU 41a sets a value that can identify the non-specific game state in the operation flag and erases the value of the condition pattern flag when any of the special symbols ZA, ZB, or Za is derived. On the other hand, when the first condition pattern is set as the end condition of a specific game state, the main control CPU 41a does not update the values of the operation flag and the condition pattern flag when any of the special symbols ZC or Zb is derived. That is, when the first condition pattern is set as the end condition of a specific game state, the main control CPU 41a ends the specific game state when any of the special wins ZA, ZB, or Za is won, while it does not end the specific game state when any of the special wins ZC or Zb is won.
[0122] When the second condition pattern is set as the end condition of a specific game state, the main control CPU 41a sets a value that can identify the non-specific game state in the operation flag and erases the value of the condition pattern flag when any of the special symbols ZB, ZC, Za, or Zb is derived. On the other hand, when the second condition pattern is set as the end condition of a specific game state, the main control CPU 41a does not update the values of the operation flag and the condition pattern flag when the special symbol ZA is derived. That is, when the second condition pattern is set as the end condition of a specific game state, the main control CPU 41a ends the specific game state when any of the special wins ZB, ZC, Za, or Zb is won, while it does not end the specific game state when the special win ZA is won.
[0123] When the third condition pattern is set as the end condition of a specific game state, the main control CPU 41a sets a value that can identify the non-specific game state in the operation flag and erases the value of the condition pattern flag when either of the special symbols ZC or Za is derived. On the other hand, when the third condition pattern is set as the end condition of a specific game state, the main control CPU 41a does not update the values of the operation flag and the condition pattern flag when either of the special symbols ZA, ZB, or Zb is derived. That is, when the third condition pattern is set as the end condition of a specific game state, the main control CPU 41a ends the specific game state when either of the special wins ZC or Za is won, while it does not end the specific game state when either of the special wins ZA, ZB, or Zb is won.
[0124] Also, when starting a big win game, the main control CPU 41a sets a value that can identify the non-specific game state in the operation flag and erases the value of the condition pattern flag. Thereby, the main control CPU 41a can control to end the specific game state when the big win end condition is satisfied.
[0125] Also, when ending a big win game, the main control CPU 41a updates the values of the operation flag and the condition pattern flag according to the game state during the big win and the type of the big win game. Thereby, the main control CPU 41a can control to enter a specific game state when the big win control condition is satisfied.
[0126] Specifically, when ending the big win game ZA, if the game state during the big win is a non-specific game state, the main control CPU 41a sets a value that can identify the second specific game state in the operation flag and sets a value that can identify the third condition pattern in the condition pattern flag. When ending the big win game ZA, if the game state during the big win is a specific game state, the main control CPU 41a sets a value that can identify the second specific game state in the operation flag and sets a value that can identify the second condition pattern in the condition pattern flag.
[0127] When the main control CPU 41a ends the big win game ZB and the game state during the big win is a non-specific game state, it sets a value that can identify the second specific game state in the operation flag and sets a value that can identify the second condition pattern in the condition pattern flag. When the main control CPU 41a ends the big win game ZB and the game state during the big win is a specific game state, it sets a value that can identify the second specific game state in the operation flag and sets a value that can identify the third condition pattern in the condition pattern flag.
[0128] When the main control CPU 41a ends the big win game ZC and the game state during the big win is a non-specific game state, it does not update the values of the operation flag and the condition pattern flag. That is, when the main control CPU 41a ends the big win game ZC and the game state during the big win is a non-specific game state, it continues to control to the non-specific game state even after the end of the big win game. When the main control CPU 41a ends the big win game ZC and the game state during the big win is a specific game state, it sets a value that can identify the first specific game state in the operation flag and sets a value that can identify the first condition pattern in the condition pattern flag.
[0129] When the main control CPU 41a ends the big win game Za, regardless of whether the game state during the big win is a non-specific game state or a specific game state, it sets a value that can identify the second specific game state in the operation flag and sets a value that can identify the second condition pattern in the condition pattern flag.
[0130] When the main control CPU 41a ends the big win game Zb, regardless of whether the game state during the big win is a non-specific game state or a specific game state, it does not update the values of the operation flag and the condition pattern flag. That is, when the main control CPU 41a ends the big win game Zb, regardless of the game state during the big win, it continues to control to the non-specific game state even after the end of the big win game.
[0131] Also, when winning a specific win, the main control CPU 41a updates the values of the operation flag and the condition pattern flag according to the type of the specific win. Thereby, the main control CPU 41a can control to a specific game state when the specific win control condition is satisfied.
[0132] Specifically, when winning a specific win of ZX, the main control CPU 41a sets a value that can specify the second specific game state in the operation flag and sets a value that can specify the second condition pattern in the condition pattern flag. When winning a specific win of ZY, the main control CPU 41a sets a value that can specify the first specific game state in the operation flag and sets a value that can specify the first condition pattern in the condition pattern flag.
[0133] As described above, in this embodiment, the probability that the result of the first special lottery during the non-specific game state is a specific win of ZY is higher than the probability that the result of the first special lottery during the non-specific game state is a specific win of ZX. Further, in this embodiment, the probability that the result of the first special lottery during the non-specific game state is a special win is extremely lower than the probability that the result of the first special lottery during the non-specific game state is a specific win. Therefore, in this embodiment, the probability of shifting to the first specific game state after the end of the non-specific game state is higher than the probability of shifting to the second specific game state after the end of the non-specific game state.
[0134] Also, when a special game of a predetermined number of operations has been executed since being controlled to the specific game state, the main control CPU 41a sets a value that can specify the non-specific game state in the operation flag and erases the value of the condition pattern flag. Thereby, the main control CPU 41a can control to end the specific game state when the number-of-operations end condition is satisfied.
[0135] Specifically, when the first condition pattern is set as the end condition of a specific game state, the main control CPU 41a updates the value of a predetermined counter in the main control RAM 41c each time a special game is executed during the specific game state, thereby counting the number of special games executed since being controlled to the specific game state. Then, when the first condition pattern is set as the end condition of the specific game state, the main control CPU 41a sets a value that can identify the non-specific game state to the operation flag and erases the value of the condition pattern flag when the number of special games executed since being controlled to the specific game state reaches the number of operations. That is, when the first condition pattern is set as the end condition of the specific game state, the main control CPU 41a can control to end the specific game state when the number end condition is satisfied.
[0136] On the other hand, when the second condition pattern or the third condition pattern is set as the end condition of the specific game state, the main control CPU 41a does not update the values of the operation flag and the condition pattern flag when any number of special games have been executed since being controlled to the specific game state. That is, when the second condition pattern or the third condition pattern is set as the end condition of the specific game state, the main control CPU 41a does not end the specific game state when the number end condition is satisfied.
[0137] Also, in the RAM clear process, the main control CPU 41a sets a value that can identify the non-specific game state to the operation flag and erases the value of the condition pattern flag. In other words, in the RAM clear process, the main control CPU 41a initializes the game state information. Thereby, the main control CPU 41a can control to end the specific game state when the initialization end condition is satisfied.
[0138] Next, the normal symbol input process performed by the main control CPU 41a will be described. In the normal symbol input process, when the main control CPU 41a receives a detection signal from the gate sensor SE6 and the number of normal holds is less than the upper limit, the main control CPU 41a increments by 1 the number of normal holds stored in the main control RAM 41c and updates it, and controls the normal hold display unit 13f to display the updated number of normal holds. Then, the main control CPU 41a acquires a random number generated within the main control board 40 and stores random number information based on the acquired random number in the main control RAM 41c. In this case, the main control CPU 41a stores the random number information such that it is for the normal game and the storage order of the random number information can be specified. Note that, for example, the random number is a normal winning random number used for normal winning determination (normal lottery). Then, the main control CPU 41a ends the normal symbol input process.
[0139] Next, the normal symbol start process performed by the main control CPU 41a will be described. In the normal symbol start process, when the main control CPU 41a is not in the middle of a normal winning game and not in the middle of executing a normal game, and the number of normal holds stored in the main control RAM 41c is 1 or more, the main control CPU 41a decrements by 1 the number of normal holds stored in the main control RAM 41c and updates it. Also, at this time, the main control CPU 41a controls the normal hold display unit 13f so that the updated number of normal holds is displayed. Subsequently, the main control CPU 41a reads out the earliest stored random number information among the random number information for the normal game from the main control RAM 41c, and based on the read random number information, performs a normal lottery. Specifically, the main control CPU 41a performs a normal lottery by determining whether the value of the normal winning random number matches the normal winning determination value stored in the main control ROM 41b. At this time, the main control CPU 41a performs a normal lottery using different normal winning determination values according to the current game state. For example, in this embodiment, in the non-specific game state, regardless of the value of the normal winning random number, it does not win the normal win, while in the specific game state, regardless of the value of the normal winning random number, it wins the normal win, and the normal winning determination value is allocated for each game state.
[0140] Subsequently, the main control CPU 41a determines a normal symbol to be derived in the normal game and the variation time of the normal game. Thereafter, the main control CPU 41a ends the normal symbol start process. At this time, when it is in a specific game state, the main control CPU 41a may determine a shorter time as the variation time of the normal game compared to when it is in a non-specific game state (or may be more likely to determine a shorter time as the variation time of the normal game).
[0141] Then, the main control CPU 41a executes the normal game by performing a process different from the normal symbol start process. Specifically, the main control CPU 41a starts the normal game and controls the information display device 13 so that the normal symbol determined in the normal symbol start process is derived when the variation time determined in the normal symbol start process has elapsed.
[0142] Next, the normal winning process performed by the main control CPU 41a will be described. When the normal game of a normal win ends, the main control CPU 41a executes the normal winning process. In the normal winning process, the main control CPU 41a controls the first solenoid SL1 so that the normal movable piece 16 operates in the second operating state in the operation mode defined for the normal symbol (type of normal win), thereby causing a normal winning game to occur.
[0143] Through such normal symbol input processing, normal symbol start processing, and normal winning processing, when it is in a specific game state, the main control CPU 41a operates the normal movable piece 16 so that it is easier for a game ball to enter the second start winning opening 15 compared to when it is in a non-specific game state.
[0144] In addition to the above-mentioned processes, the main control CPU 41a also performs various other processes. For example, when the main control CPU 41a receives a detection signal indicating that a game ball has been detected from each sensor, the main control CPU 41a generates information indicating that the detection signal has been received and sets the information in the output buffer. For example, when the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the first start winning sensor SE1, the main control CPU 41a generates a first ball entry command indicating that the game ball has entered the first start winning port 14 and sets the first ball entry command in the output buffer. When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the second start winning sensor SE2, the main control CPU 41a generates a second ball entry command indicating that the game ball has entered the second start winning port 15 and sets the second ball entry command in the output buffer.
[0145] In addition, the main control CPU 41a performs control to award a predetermined number of prize balls when a condition for awarding prize balls is met. The control to award prize balls is not limited to the control to actually pay out game balls outside the machine, but is intended to include, for example, control to update (add) the number of balls held by a player stored as data in the pachinko game machine 10 or an external device separate from the pachinko game machine 10. In this embodiment, the main control CPU 41a corresponds to an award control means that performs control to award game balls when a predetermined award condition is met.
[0146] When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the first count sensor SE3, it generates a first big winning command indicating that a game ball has entered the first big winning opening 18 and sets it in the output buffer. When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the second count sensor SE4, it generates a second big winning command indicating that a game ball has entered the second big winning opening 20 and sets it in the output buffer. When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the specific passage sensor SE5, it generates a specific passage command indicating that the game ball that has entered the first big winning opening 18 has passed through a specific area in the first passage 26a and sets it in the output buffer. When the main control CPU 41a receives a detection signal indicating that a game ball has been detected from the gate sensor SE6, it generates a gate passage command indicating that the game ball has passed through the gate 23 and sets it in the output buffer.
[0147] Next, various processes performed by the sub-control CPU 50a will be described. When the sub-control CPU 50a receives a control signal from the main control CPU 41a, it executes various processes according to the control signal.
[0148] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU 50a receives a special symbol designation command and a variation pattern designation command, it controls the effect display device 12 to execute an effect game corresponding to the special game by starting the variation display of the effect symbols. Specifically, when the sub-control CPU 50a receives a special symbol designation command, it determines the combination of effect symbols to be derived in the effect game based on the type of special symbol designated by the input special symbol designation command.
[0149] Specifically, when a special symbol classified as a special symbol is specified, the sub-control CPU 50a determines the symbol combination for a special win by the effect symbols. When a special symbol classified as a specific symbol is specified, the sub-control CPU 50a determines the symbol combination for a specific win by the effect symbols. When a special symbol classified as a losing symbol is specified, the sub-control CPU 50a determines the symbol combination for a loss by the effect symbols.
[0150] Also, when the sub-control CPU 50a receives a variation pattern specification command, it determines the effects to be executed during the execution of the effect game based on the variation pattern specified by the input variation pattern specification command. Then, the sub-control CPU 50a controls the effect display device 12 to start the variable display of the effect symbols in each symbol column. That is, the sub-control CPU 50a starts the effect game. Specifically, the sub-control CPU 50a controls the effect display device 12 to variably display the effect symbols in three columns. Also, the sub-control CPU 50a controls to execute various effects whose execution has been determined. Subsequently, after starting the effect game, when a predetermined timing arrives, the sub-control CPU 50a temporarily stops the display of the effect symbols in each symbol column and, upon the input of the all-symbols stop command, causes the effect symbols in each symbol column to be fixedly stopped and displayed. Note that the sub-control CPU 50a may fixedly stop and display the effect symbols in each symbol column when the variation time defined in the variation pattern has elapsed, regardless of the all-symbols stop command. In this case, the all-symbols stop command may be omitted.
[0151] Thereafter, when the fixed stop time of the special symbol has elapsed, the sub-control CPU 50a controls the effect display device 12 to end the effect game by ending the fixed stop display of the effect symbols.
[0152] Next, the processing related to the game state will be described. When the sub-control CPU 50a receives a game state command from the main control CPU 41a, it stores a value capable of identifying a game state specified from the input game state command in a sub-operation flag of the sub-control RAM 50c, and stores a value capable of identifying a condition pattern specified from the input game state command in a sub-condition pattern flag of the sub-control RAM 50c. This allows the sub-control CPU 50a to identify the current game state and the set condition pattern.
[0153] Next, the control of the sub-control CPU 50a for counting the number of times a jackpot game has occurred within a specific period (hereinafter referred to as the number of consecutive wins) and the number of prize balls acquired within the specific period (hereinafter referred to as the number of acquired prize balls) will be described. Note that the "number of acquired prize balls" here is synonymous with the "number of prize balls awarded when the awarding condition for the prize balls is met."
[0154] In this embodiment, the sub-control CPU 50a updates the value of the consecutive win counter in the sub-control RAM 50c every time a big win game start command is input. Also, the sub-control CPU 50a updates the value of the won ball counter in the sub-control RAM 50c every time a first big win command is input. Similarly, the sub-control CPU 50a updates the value of the won ball counter in the sub-control RAM 50c every time a second big win command is input.
[0155] On the other hand, the sub-control CPU 50a, upon being controlled to the first specific game state, executes a consecutive win count initialization process to initialize the value of the consecutive win count counter, and also executes a won prize ball count initialization process to initialize the value of the won prize ball count counter.
[0156] With such control, the sub-control CPU 50a of the present embodiment can identify the number of jackpot games that occurred from when a jackpot game occurred until it was controlled to the first specific game state thereafter. Also, with such control, the sub-control CPU 50a of the present embodiment can identify the number of prize balls acquired from when a jackpot game occurred until it was controlled to the first specific game state thereafter. That is, in the present embodiment, the specific period is the period from when a jackpot game occurred until it was controlled to the first specific game state thereafter.
[0157] In the present embodiment, the sub-control CPU 50a corresponds to a specific occurrence count means for counting a specific occurrence count, which is the number of jackpot games that occurred within a specific period, and also corresponds to a specific awarded ball count means for counting a specific awarded ball count, which is the number of game balls acquired within a specific period. Also, in the present embodiment, the sub-control RAM 50c corresponds to a count storage means for storing the specific occurrence count and also corresponds to a ball count storage means for storing the specific awarded ball count.
[0158] First, the sub-control initial setting process executed by the sub-control CPU 50a triggered by the input of a RAM clear command will be described. In the sub-control initial setting process, the sub-control CPU 50a sets predetermined initial values in various storage areas in the sub-control RAM 50c. For example, the sub-control CPU 50a sets a value that can identify the non-specific game state as the initial value for the sub-operation flag. Subsequently, the sub-control CPU 50a controls to a state where various effects can be executed based on the stored content set in the sub-control initial setting process. Thereafter, the sub-control CPU 50a ends the sub-control initial setting process and waits until a predetermined command is input from the main control CPU 41a. In the present embodiment, the predetermined command is, for example, a variation pattern designation command, a special win game start command, an opening start command, an opening end command, a special win game end command, a jackpot game start command, a round start command, a round end command, a jackpot game end command, a standby state command, and the like.
[0159] Next, the sub-control return process executed by the sub-control CPU 50a triggered by the input of the return command will be described. In the sub-control return process, the sub-control CPU 50a waits until the return-time information command is input. When the return-time information command is input, the sub-control CPU 50a sets values corresponding to the information specified from the return-time information command in various storage areas in the sub-control RAM 50c. For example, the sub-control CPU 50a sets a value that can specify the game state specified from the return-time information command in the sub-operation flag. Subsequently, the sub-control CPU 50a controls to a state where various effects can be executed based on the stored content set in the sub-control return process. After that, the sub-control CPU 50a ends the sub-control return process and waits until a predetermined command is input from the main control CPU 41a.
[0160] Hereinafter, the effects in the pachinko game machine 10 of the present embodiment will be described. First, the effect modes in the present embodiment will be described. The pachinko game machine 10 of the present embodiment includes a plurality of effect modes that define various effect aspects. The various effect aspects include, for example, the types of effects that can be executed, the execution probability of the effects, the types of images displayed in the effects, and the like.
[0161] As shown in FIG. 5, the effect modes in the pachinko game machine 10 of the present embodiment include four types of effect modes: a chance zone, a normal mode, a special mode, and a blessing zone.
[0162] The chance zone is an effect mode when the current game state is an unspecified game state. The normal mode is an effect mode when the current game state is the first specified game state. That is, the normal mode is an effect mode when it is the first specified game state. The special mode is an effect mode when the current game state is the second specified game state and the second condition pattern is set as the end condition of the specified game state. The blessing zone is an effect mode when the current game state is the second specified game state and the third condition pattern is set as the end condition of the specified game state.
[0163] In this embodiment, the sub-control CPU 50a specifies the current game state and the condition pattern of the end condition in a specific game state based on the values of the sub-operation flag and the sub-condition pattern flag stored in the sub-control RAM 50c, and controls the production mode according to the specified content. That is, in this embodiment, the sub-control CPU 50a controls to one of a plurality of types of production modes according to the current game state. At this time, the sub-control CPU 50a stores a value indicating a predetermined production mode in the mode flag stored in the sub-control RAM 50c. Then, the sub-control CPU 50a controls to a predetermined production mode by causing various productions to be executed based on the value stored in the mode flag.
[0164] Note that in this embodiment, the sub-control CPU 50a does not control to any production mode during the special winning game and the big winning game. At this time, the sub-control CPU 50a may erase the value of the mode flag during the special winning game and the big winning game.
[0165] Also, in the pachinko game machine 10 of this embodiment, it is possible to execute a launch notification production that prompts the player to launch a game ball toward a predetermined game area. The launch notification production of this embodiment includes a right-shot notification production that prompts the player to launch a game ball toward the right area R2a. In other words, the right-shot notification production is a launch notification production that prompts the right-shot of a game ball. In the right-shot notification production of this embodiment, a right-shot notification image that prompts the right-shot of a game ball is displayed on the image display unit GH of the production display device 12. The right-shot notification image is, for example, an image imitating the character string "Aim at the right →".
[0166] As shown in FIG. 5, the right hitting notification effect of the present embodiment can be executed during the second specific gaming state. On the other hand, the right hitting notification effect of the present embodiment is not executed during the non-specific gaming state and the first specific gaming state. That is, in the present embodiment, the effect display device 12 can execute the right hitting notification effect during the special mode or the blessing zone, while the right hitting notification effect is not executed during the chance zone and the normal mode. Note that the right hitting notification effect of the present embodiment is also executed during the special winning game and the big winning game.
[0167] In addition, the launch notification effect of the present embodiment includes a left hitting notification effect that prompts the launch of the game ball toward the left area R1a. In other words, the left hitting notification effect is a launch notification effect that prompts the left hitting of the game ball. In the left hitting notification effect of the present embodiment, a left hitting notification image that prompts the left hitting of the game ball is displayed on the image display unit GH of the effect display device 12. The left hitting notification image is, for example, an image imitating the character string "← Left hitting".
[0168] The left hitting notification effect of the present embodiment can be executed during the non-specific gaming state and the first specific gaming state. On the other hand, the left hitting notification effect of the present embodiment is not executed during the second specific gaming state. That is, in the present embodiment, the effect display device 12 can execute the left hitting notification effect during the chance zone or the normal mode, while the left hitting notification effect is not executed during the special mode and the blessing zone. Specifically, the left hitting notification effect of the present embodiment is executed for a predetermined time after the end of the corresponding winning game when the game is controlled to the non-specific gaming state or the first specific gaming state after the end of the winning game. Also, the left hitting notification effect of the present embodiment is executed until the end of the second special game when the second special game is being executed even after a predetermined time has elapsed after the end of the winning game.
[0169] Next, the transition modes of the game state and the effect mode will be described together with the control of the main control CPU 41a and the sub-control CPU 50a. In this description, situations that do not occur or are unlikely to occur during normal gameplay are not considered. That is, in this description, situations where the game ball does not pass through a specific area in the special winning game when winning the special wins ZA to ZC, Za, and situations where the game ball passes through a specific area in the special winning game when winning the special win Zb are not considered. Also, in this description, situations where winning the special wins Za, Zb in the non-specific game state and the first specific game state, which are game states where left-handed hitting is recommended, and situations where winning the special wins ZA to ZC in the second specific game state, which is a game state where right-handed hitting is recommended, are not considered.
[0170] First, the transition modes of the game state and the effect mode when the current game state is the non-specific game state will be described. As shown in FIG. 6, when the main control CPU 41a wins the special win ZA during the non-specific game state and the game ball passes through the specific area in the special winning game ZA, it controls to the second specific game state after the end of the big winning game ZA, and sets the third condition pattern as the end condition of the specific game state. Therefore, when the sub-control CPU 50a wins the special win ZA during the chance zone and the game ball passes through the specific area in the special winning game ZA, it controls to the blessing zone after the end of the big winning game ZA.
[0171] When the main control CPU 41a wins the special win ZB during the non-specific game state and the game ball passes through the specific area in the special winning game ZB, it controls to the second specific game state after the end of the big winning game ZB, and sets the second condition pattern as the end condition of the specific game state. Therefore, when the sub-control CPU 50a wins the special win ZB during the chance zone and the game ball passes through the specific area in the special winning game ZB, it controls to the special mode after the end of the big winning game ZB.
[0172] When the main control CPU 41a wins the special hit ZC during a non-specific game state and the game ball passes through a specific area in the special hit game ZC, it controls to enter a non-specific game state after the end of the big hit game ZC. Therefore, when the sub-control CPU 50a wins the special hit ZC during the chance zone and the game ball passes through a specific area in the special hit game ZC, it controls to return to the chance zone even after the end of the big hit game ZC.
[0173] When the main control CPU 41a wins the specific hit ZX during a non-specific game state, it controls to enter a second specific game state after the end of the special game in which the specific symbol ZX is derived, and sets a second condition pattern as the end condition of the specific game state. Therefore, when the sub-control CPU 50a wins the specific hit ZX during the chance zone, it controls to enter a special mode after the end of the special game in which the specific symbol ZX is derived.
[0174] When the main control CPU 41a wins the specific hit ZY during a non-specific game state, it controls to enter a first specific game state after the end of the special game in which the specific symbol ZY is derived, and sets a first condition pattern as the end condition of the specific game state. Therefore, when the sub-control CPU 50a wins the specific hit ZY during the chance zone, it controls to enter the normal mode after the end of the special game in which the specific symbol ZY is derived.
[0175] Next, the transition modes of the game state and the effect mode when the current game state is the first specific game state will be described. When the main control CPU 41a is in the first specific game state, since the end condition of the specific game state is the first condition pattern, it ends the specific game state triggered by the execution of a predetermined number of special games after being controlled to enter the specific game state.
[0176] When the special win ZA is won during the first specific game state, the main control CPU41a ends the specific game state and controls it to a non-specific game state when the special symbol ZA is derived in the special game, since the end condition of the specific game state is the first condition pattern. Therefore, when the special win ZA is won during the first specific game state and the game ball passes through the specific area in the special win game ZA, it means that the game ball has passed through the specific area during the non-specific game state. Therefore, in this case, the main control CPU41a controls it to a second specific game state after the end of the big win game ZA, and sets the third condition pattern as the end condition of the specific game state. Therefore, when the special win ZA is won during the normal mode and the game ball passes through the specific area in the special win game ZA, the sub-control CPU50a controls it to a celebration zone after the end of the big win game ZA.
[0177] When the special win ZB is won during the first specific game state, the main control CPU41a ends the specific game state and controls it to a non-specific game state when the special symbol ZB is derived in the special game, since the end condition of the specific game state is the first condition pattern. Therefore, when the special win ZB is won during the first specific game state and the game ball passes through the specific area in the special win game ZB, it means that the game ball has passed through the specific area during the non-specific game state. Therefore, in this case, the main control CPU41a controls it to a second specific game state after the end of the big win game ZB, and sets the second condition pattern as the end condition of the specific game state. Therefore, when the special win ZB is won during the normal mode and the game ball passes through the specific area in the special win game ZB, the sub-control CPU50a controls it to a special mode after the end of the big win game ZB.
[0178] When the main control CPU 41a wins the special hit ZC during the first specific game state, since the end condition of the specific game state is the first condition pattern, the specific game state is continued even during the special hit game. Therefore, when winning the special hit ZC during the first specific game state and the game ball passes through the specific area in the special hit game ZC, it means that the game ball has passed through the specific area during the specific game state. Thus, in this case, the main control CPU 41a controls to the first specific game state after the end of the big win game ZC and sets the first condition pattern as the end condition of the specific game state. For this reason, when the sub-control CPU 50a wins the special hit ZC during the normal mode and the game ball passes through the specific area in the special hit game ZC, it controls to the normal mode even after the end of the big win game ZC.
[0179] When winning the special hit ZC when the first condition pattern is set as the end condition of the specific game state and the game ball passes through the specific area in the special hit game ZC, the specific game state will be terminated once at the start of the big win game ZC. Therefore, when winning the special hit ZC when the first condition pattern is set as the end condition of the specific game state and the game ball passes through the specific area in the special hit game ZC, the main control CPU 41a initializes the value stored in a predetermined counter in the main control RAM 41c at the start of the big win game ZC. Thus, in this case, when controlled to the specific game state again after the end of the big win game ZC, the number-of-operations end condition is satisfied when the special game with the number of operations is executed. That is, in this embodiment, when winning the special hit ZC in the first specific game state and being controlled to the first specific game state after the end of the big win game ZC, when the special game with the number of operations is executed since being controlled to the first specific game state after the end of the big win game ZC, it is controlled to the non-specific game state.
[0180] Next, the transition modes of the game state and the effect mode when the current game state is the second specific game state and the end condition of the specific game state is the second condition pattern will be described. When the main control CPU 41a wins a special hit Za in the second specific game state where the end condition of the specific game state is the second condition pattern, upon the special symbol Za being derived in the special game, the main control CPU 41a ends the specific game state and controls it to the non-specific game state. For this reason, when winning a special hit Za in the second specific game state where the end condition of the specific game state is the second condition pattern, and when the game ball passes through the specific area in the special hit game Za, it means that the game ball has passed through the specific area during the non-specific game state. Therefore, in this case, the main control CPU 41a controls to the second specific game state after the end of the big win game Za and sets the second condition pattern as the end condition of the specific game state. For this reason, when the sub-control CPU 50a wins a special hit Za during the special mode and the game ball passes through the specific area in the special hit game Za, it controls to the special mode even after the end of the big win game Za.
[0181] When the main control CPU 41a wins a special hit Zb in the second specific game state where the end condition of the specific game state is the second condition pattern, upon the special symbol Zb being derived in the special game, the main control CPU 41a ends the specific game state and controls it to the non-specific game state. And since the game ball generally does not pass through the specific area in the special hit game Zb, the big win game Zb does not occur, and it is controlled to the non-specific game state even after the end of the special hit game. For this reason, when the sub-control CPU 50a wins a special hit Zb during the special mode, it controls to the chance zone after the end of the special hit game Zb.
[0182] Next, the transition modes of the game state and the effect mode when the current game state is the second specific game state and the end condition of the specific game state is the third condition pattern will be described. When the main control CPU 41a wins a special hit Za in the second specific gaming state where the end condition of the specific gaming state is the third condition pattern, it terminates the specific gaming state and controls it to the non-specific gaming state when the special symbol Za is derived in the special game. Therefore, when winning a special hit Za in the second specific gaming state where the end condition of the specific gaming state is the third condition pattern, and when the game ball passes through the specific area in the special hit game Za, it means that the game ball has passed through the specific area during the non-specific gaming state. Thus, in this case, the main control CPU 41a controls to the second specific gaming state after the end of the big win game Za and sets the second condition pattern as the end condition of the specific gaming state. For this reason, when the sub-control CPU 50a wins a special hit Za in the blessing zone and the game ball passes through the specific area in the special hit game Za, it controls to the special mode after the end of the big win game Za.
[0183] When the main control CPU 41a wins a special hit Zb in the second specific gaming state where the end condition of the specific gaming state is the third condition pattern, it continues the specific gaming state even during the special hit game. And since the game ball generally does not pass through the specific area in the special hit game Zb, the big win game Zb does not occur, and it is controlled to the specific gaming state even after the end of the special hit game. For this reason, when the sub-control CPU 50a wins a special hit Zb in the blessing zone, it controls to the blessing zone even after the end of the special hit game Zb.
[0184] In addition, in the present embodiment, when the second specific game state has the third condition pattern as the end condition of the specific game state, in principle, if the big win game Za does not occur, the game state will not shift to other game states. In other words, in the present embodiment, when controlled to the blessing zone, in principle, if the big win game Za does not occur, the game will not shift to other production modes. Therefore, in the present embodiment, the blessing zone can be understood as a production mode in which the occurrence of the big win game Za is guaranteed. That is, in the present embodiment, the game state when the second specific game state has the third condition pattern as the end condition of the specific game state is, in principle, a game state that does not end unless the big win game Za occurs, and can be understood as a game state in which the occurrence of the big win game Za is guaranteed.
[0185] Also, in the present embodiment, regardless of whether it is in the non-specific game state, the first specific game state, or the second specific game state, when the RAM clear process is performed, it will shift to the non-specific game state. That is, in the present embodiment, regardless of whether it is in any of the production modes of the chance zone, the normal mode, the special mode, and the blessing zone, when the RAM clear process is performed, it will shift to the chance zone.
[0186] According to such a game state transition pattern, in the pachinko gaming machine 10 of the present embodiment, after the end of the second specific game state, it is possible to shift to the non-specific game state. Also, in the pachinko gaming machine 10 of the present embodiment, after the end of the non-specific game state, it is possible to shift to either the first specific game state or the second specific game state.
[0187] Next, the background production that the pachinko gaming machine 10 of the present embodiment can execute will be described together with the control by the sub-control CPU 50a. The background effect in this embodiment is an effect executed in a mode where a predetermined background image is displayed on the effect display device 12. That is, in this embodiment, the background effect corresponds to a specific effect of displaying a predetermined image. In this embodiment, the background images include a special winning background image, a big winning background image, a normal background image, a special background image, a blessing background image, a result background image, and a chance background image. The sub-control CPU 50a can execute the background effect in a manner corresponding to the game situation by controlling the effect display device 12 to display any one of the plurality of types of background images according to the current game situation.
[0188] First, the control of the sub-control CPU 50a regarding the background effect during a winning game will be described. When it is during a special winning game other than the special winning game Zb, the sub-control CPU 50a controls the effect display device 12 to display the special winning background image. On the other hand, when it is during the special winning game Zb, the sub-control CPU 50a controls the effect display device 12 to continue displaying the background image when winning the special winning Zb. Also, when it is during a big winning game, the sub-control CPU 50a controls the effect display device 12 to display the big winning background image.
[0189] Next, the control of the sub-control CPU 50a regarding the background effect when it is not during a winning game will be described. When the current game state is the first specific game state, the sub-control CPU 50a controls the effect display device 12 to display the normal background image. That is, in this embodiment, the background effect is executed in a mode where the normal background image is displayed during the normal mode.
[0190] When the sub-control CPU 50a determines that the current gaming state is the second specific gaming state and the second condition pattern is set as the end condition of the specific gaming state, it controls the effect display device 12 to display a special background image. That is, in this embodiment, during the special mode, the background effect is executed in a manner where the special background image is displayed. On the other hand, when the sub-control CPU 50a determines that the current gaming state is the second specific gaming state and the third condition pattern is set as the end condition of the specific gaming state, it controls the effect display device 12 to display a blessing background image. That is, in this embodiment, during the blessing zone, the background effect is executed in a manner where the blessing background image is displayed.
[0191] When the current gaming state of the sub-control CPU 50a is a non-specific gaming state, it controls the effect display device 12 to display either a chance background image or a normal background image. Specifically, when the gaming state transitions to a non-specific gaming state following the end of a specific gaming state, the sub-control CPU 50a controls the effect display device 12 to display a chance background image. That is, in this embodiment, when transitioning to the chance zone after the end of the special mode or the normal mode, the background effect is executed in a manner where the chance background image is displayed. On the other hand, when a value that can identify the non-specific gaming state is set in the sub-operation flag during the sub-control initial setting process or the sub-control return process, the sub-control CPU 50a controls the effect display device 12 to display a normal background image even when the current gaming state is a non-specific gaming state. That is, in this embodiment, when it becomes the chance zone with the start of power supply to the pachinko gaming machine 10, the background effect is executed in a manner where the normal background image is displayed.
[0192] Thus, in the background effect of this embodiment, different background images can be displayed when it is a non-specific gaming state, when it is the first specific gaming state, and when it is the second specific gaming state.
[0193] Furthermore, regardless of the above, the sub-control CPU 50a controls the effect display device 12 to display the result background image during the execution of the result effect. Here, the result effect that the pachinko gaming machine 10 of the present embodiment can execute will be described together with the control by the sub-control CPU 50a.
[0194] As shown in FIG. 7(a), the result effect in the present embodiment is an effect executed in a mode of notifying the number of consecutive jackpot games that occurred within a specific period (the number of consecutive wins) and the number of prize balls acquired within a specific period (the number of acquired prize balls). Specifically, in the result effect, the consecutive win number information indicating the number of consecutive wins and the acquired prize ball number information indicating the number of acquired prize balls are displayed on the effect display device 12. The consecutive win number information is, for example, an image imitating a character string of "XX times". Also, the acquired prize ball number information is, for example, an image imitating a character string of "YYYY balls".
[0195] When the sub-control CPU 50a is controlled to be in the second specific gaming state and the second condition pattern is set as the end condition of the specific gaming state, the sub-control CPU 50a controls to execute the result effect triggered by winning the special jackpot Zb and starting the special jackpot game Zb. Specifically, the sub-control CPU 50a controls the effect display device 12 to display the result background image along with the consecutive win number information and the acquired prize ball number information when the special jackpot game Zb starts. At this time, the sub-control CPU 50a displays the consecutive win number information based on the value of the consecutive win number counter stored in the sub-control RAM 50c and displays the acquired prize ball number information based on the value of the acquired prize ball number counter stored in the sub-control RAM 50c. That is, in the present embodiment, the result effect corresponds to a specific occurrence number effect executed based on the number of consecutive wins stored in the sub-control RAM 50c and also corresponds to a specific awarded ball number effect executed based on the number of acquired prize balls stored in the sub-control RAM 50c.
[0196] After that, when the second special game is not reserved at the end of the special winning game Zb, the sub-control CPU 50a controls to end the result effect along with the end of the special winning game Zb. On the other hand, when the second special game is reserved at the end of the special winning game Zb, the sub-control CPU 50a controls to continue the result effect even after the end of the special winning game Zb. In this case, when the reserved second special game ends and a standby state command or a variable pattern designation command indicating the start of the first special game is input, the sub-control CPU 50a controls to end the result effect. Further, when the special game that becomes a special winning game is included in the reserved second special game, the sub-control CPU 50a controls to end the result effect at the start of the special winning game.
[0197] By such control, the sub-control CPU 50a can control to execute the result effect during the non-specific game state. Next, the revenge chance effect that the pachinko game machine 10 of the present embodiment can execute will be described.
[0198] As shown in FIGS. 7(b) to 7(f), the revenge chance effect in the present embodiment is an effect for notifying whether to shift to the first specific game state or the second specific game state. In the present embodiment, the revenge chance effect corresponds to a special effect. The revenge chance effect of the present embodiment is executed in any one of a plurality of types of effect modes including an end mode, a continuation mode, and a great success mode. The end mode is an effect mode in which it is notified that the shift to the first specific game state is made. The continuation mode is an effect mode in which it is notified that the shift to the second specific game state is made. The great success mode is an effect mode in which it is notified that a special winning has been won.
[0199] Specifically, when the sub-control CPU 50a receives a special symbol designation command and a variation pattern designation command indicating the start of the first special game during a non-specific game state, it determines which of the multiple types of presentation modes to execute the revenge chance presentation according to the type of special symbol derived in the first special game. At this time, if the special symbol derived in the first special game is the specific symbol ZX, the sub-control CPU 50a determines the continuous mode as the presentation mode of the revenge chance presentation. Also, if the special symbol derived in the first special game is the specific symbol ZY, the sub-control CPU 50a determines the end mode as the presentation mode of the revenge chance presentation. And if the special symbol derived in the first special game is any one of the special symbols ZA to ZC, the sub-control CPU 50a determines the great success mode as the presentation mode of the revenge chance presentation. As described above, in this embodiment, in the non-specific game state, the result of the first special lottery is configured to be either a special win or a specific win. Therefore, when the first special game is executed during the non-specific game state, in the first special game, any one of the special symbols ZA to ZC, the specific symbol ZX, and the specific symbol ZY will be derived.
[0200] Subsequently, the sub-control CPU 50a controls the presentation display device 12 to execute the revenge chance presentation in the determined presentation mode. Specifically, in the revenge chance presentation, the sub-control CPU 50a first controls to display presentation start information indicating the start of the revenge chance presentation (Fig. 7(b)). The presentation start information is, for example, an image imitating the character string "Revenge Chance". Subsequently, the sub-control CPU 50a controls to display first transition suggestion information suggesting a transition to the first specific game state and second transition suggestion information suggesting a transition to the second specific game state (Fig. 7(c)). The first transition suggestion information is, for example, an image imitating an arbitrary character B and the character string "RUSH ends with B's victory...". The second transition suggestion information is, for example, an image imitating an arbitrary character A and the character string "RUSH continues with A's victory!".
[0201] Next, when the sub-control CPU 50a determines the end mode as the production mode of the revenge chance production, it controls to display the first transition notification information for notifying the transition to the first specific game state (Fig. 7(d)). The first transition notification information is, for example, an image imitating an arbitrary character B and the character string "RUSH end...". Thereafter, the sub-control CPU 50a ends the revenge chance production as the first special game ends.
[0202] Also, when the sub-control CPU 50a determines the continuation mode as the production mode of the revenge chance production, it controls to display the second transition notification information for notifying the transition to the second specific game state (Fig. 7(e)). The second transition notification information is, for example, an image imitating an arbitrary character A and the character string "RUSH continue!". Thereafter, the sub-control CPU 50a ends the revenge chance production as the first special game ends.
[0203] And when the sub-control CPU 50a determines the great success mode as the production mode of the revenge chance production, it controls to display the special notification information for notifying the winning of a special hit (Fig. 7(f)). The special notification information is, for example, an image imitating the character string "Great success!". Thereafter, the sub-control CPU 50a ends the revenge chance production as the first special game ends.
[0204] By the above control, the sub-control CPU 50a can control to execute the revenge chance production during the execution of the first special game in the non-specific game state. Hereinafter, a specific example of the game flow when shifting to the chance zone will be described together with the control by the main control CPU 41a and the sub-control CPU 50a.
[0205] First, a specific example of the game flow when winning the specific hit ZY in the first special lottery during the chance zone will be described. As shown in FIG. 8, in this example, it is assumed that the second specific game state is in progress and the second condition pattern is set as the end condition of the specific game state. In this case, the effect mode is controlled to the special mode, and the effect display device 12 executes background effects in a manner of displaying a special background image and right hit notification effects.
[0206] Here, it is assumed that a special win Zb is won in the second special lottery (time point t0). In this case, the main control CPU 41a controls the game state to the non-specific game state as the special symbol Zb is derived in the special game, and also controls to start the special win game Zb (time point t1). At this time, the sub-control CPU 50a controls to start the result effect as the special win game Zb starts.
[0207] And in this example, it is assumed that the second special game was on hold at the end of the special win game Zb. In this case, the main control CPU 41a controls to start the second special game after the end of the special win game Zb (time point t2). At this time, the sub-control CPU 50a shifts the effect mode to the chance zone by storing a value indicating the chance zone in the mode flag in the sub-control RAM 50c. Also, since the sub-control CPU 50a is controlled to the non-specific game state after the end of the win game, it controls to execute the left hit notification effect. At this time, since the second special game was on hold at the end of the special win game Zb, the sub-control CPU 50a controls to continue the result effect even after the end of the special win game Zb. Also, when another second special game is on hold when the second special game ends, the sub-control CPU 50a controls to continue the left hit notification effect and the result effect even after another second special game starts (time point t3).
[0208] After that, when all the queued second special games have ended, the sub-control CPU 50a ends the result presentation and controls the background presentation to be executed in a manner that displays the chance background image (time point t4). In this example, assume that the first special game is queued at the end of the second special game, and assume that the player has won ZY in the first special lottery corresponding to the first special game. In this case, during the execution of the first special game, the sub-control CPU 50a controls the revenge chance presentation to be executed in an end mode.
[0209] Then, when the specific symbol ZY is derived in the first special game, the main control CPU 41a controls the game state to the first specific game state (time point t5). At this time, when the sub-control CPU 50a is controlled to the first specific game state, it executes the continuous winning count initialization process and the acquired prize ball count initialization process. In other words, the values of the continuous winning count counter and the acquired prize ball count counter are initialized when transitioning from the non-specific game state to the first specific game state. Also, the sub-control CPU 50a shifts the presentation mode to the normal mode by storing a value indicating the normal mode in the mode flag. Furthermore, the sub-control CPU 50a controls the background presentation to be executed in a manner that displays the normal background image.
[0210] With such control, in the pachinko gaming machine 10 of the present embodiment, when the first special game is executed during the chance zone, the revenge chance presentation is executed during the execution of the first special game. And in the pachinko gaming machine 10 of the present embodiment, when the specific symbol ZY is derived in the first special game in which the revenge chance presentation is executed in the non-specific game state, it is controlled to the first specific game state. That is, in the pachinko gaming machine 10 of the present embodiment, when the revenge chance presentation is executed in an end mode during the chance zone, it is controlled to the normal mode after the end of the revenge chance presentation.
[0211] Next, a specific example of the game flow when winning ZX in the first special lottery during the chance zone will be described. As shown in FIG. 9, in this example, in the same manner as the example shown in FIG. 8, it is assumed that the first special game is started in the chance zone (time points t10 to t14). And in this example, it is assumed that the player wins ZX in the first special lottery corresponding to the first special game. In this case, the sub-control CPU 50a controls to execute the revenge chance effect in a continuous manner during the execution of the first special game.
[0212] Then, when the specific symbol ZX is derived in the first special game, the main control CPU 41a controls the game state to the second specific game state and sets the second condition pattern as the end condition of the specific game state (time point t15). At this time, the sub-control CPU 50a does not execute the continuous win count initialization process and the acquired prize ball number initialization process. In other words, the values of the continuous win count counter and the acquired prize ball number counter are not initialized when shifting from the non-specific game state to the second specific game state. Therefore, in this example, the sub-control CPU 50a is controlled to the second specific game state while retaining the values of the continuous win count counter and the acquired prize ball number counter stored in the sub-control RAM 50c. As a result, even when the sub-control CPU 50a is controlled to the non-specific game state when winning Zb in the second specific game state, when returning to the second specific game state when winning ZX in the non-specific game state, the continuous win count and the acquired prize ball number are counted in total.
[0213] Then, when the sub-control CPU 50a is controlled to the second specific game state and the second condition pattern is set as the end condition of the specific game state, the sub-control CPU 50a shifts the effect mode to the special mode by storing a value indicating the special mode in the mode flag. Further, the sub-control CPU 50a controls to execute the background effect in a manner of displaying the special background image. Also, the sub-control CPU 50a controls to execute the right hitting notification effect.
[0214] With such control, in the pachinko gaming machine 10 of the present embodiment, when the specific symbol ZX is derived in the first special game in which the revenge chance effect is executed in the non-specific game state, it is controlled to the second specific game state. At this time, as the end condition of the specific game state, the second condition pattern is set. That is, in the pachinko gaming machine 10 of the present embodiment, when the revenge chance effect is executed in a continuous manner during the chance zone, it is controlled to the special mode after the end of the revenge chance effect.
[0215] Next, a specific example of the game flow when winning the special hit ZB in the first special lottery during the chance zone will be described. As shown in FIG. 10, in this example, in the same manner as in the examples shown in FIGS. 8 and 9, it is assumed that the first special game is started during the chance zone (time points t20 to t24). And in this example, it is assumed that the special hit ZB is won in the first special lottery corresponding to the first special game. In this case, the sub-control CPU 50a controls to execute the revenge chance effect in a great success mode during the execution of the first special game.
[0216] Then, when the special symbol ZB is derived in the first special game, the main control CPU 41a controls to start the special winning game ZB (time point t25). At this time, the sub-control CPU 50a controls to execute the background effect in a manner of displaying the special winning background image. Also, the sub-control CPU 50a controls to execute the right hitting notification effect. Further, the main control CPU 41a controls to start the big winning game ZB after the end of the special winning game ZB on the condition that the game ball has passed through the specific area in the special winning game ZB (time point t26). At this time, the sub-control CPU 50a controls to execute the background effect in a manner of displaying the big winning background image. After that, the main control CPU 41a controls the game state to the second specific game state upon the end of the big winning game ZB, and sets the second condition pattern as the end condition of the specific game state (time point t27). At this time, the sub-control CPU 50a does not execute the continuous winning count initialization process and the acquired prize ball count initialization process. That is, in this example, the values of the continuous winning count counter and the acquired prize ball count counter stored in the sub-control RAM 50c are held, and the control proceeds to the second specific game state. In other words, even when the sub-control CPU 50a is controlled to the non-specific game state upon winning the special winning Zb during the second specific game state, if it wins the special winning in the first special lottery during the non-specific game state and returns to the second specific game state after the end of the big winning game based on the special winning, the continuous winning count and the acquired prize ball count are counted in total.
[0217] And, upon being controlled to the second specific game state and with the second condition pattern being set as the end condition of the specific game state as an opportunity, the sub-control CPU 50a shifts the effect mode to the special mode by storing a value indicating the special mode in the mode flag. Further, the sub-control CPU 50a controls to execute the background effect in a manner of displaying the special background image.
[0218] With such control, in the pachinko gaming machine 10 of the present embodiment, when a special symbol ZB is derived in the first special game in which a revenge chance effect is executed in a non-specific gaming state, a jackpot game ZB is caused on the condition that the game ball has passed through a specific area in the special hit game ZB, and after the end of the jackpot game ZB, it is controlled to the second specific gaming state. At this time, as the end condition of the specific gaming state, a second condition pattern is set.
[0219] Also, although not shown, in the pachinko gaming machine 10 of the present embodiment, when winning a special hit ZA or a special hit ZC in the first special lottery during a non-specific gaming state, a revenge chance effect is executed in a great success mode in the same manner as when winning a special hit ZB in the first special lottery during a non-specific gaming state. When winning a special hit ZA in the first special lottery during a non-specific gaming state, a special symbol ZA is derived in the first special game in which a revenge chance effect is executed. In this case, a jackpot game ZA is caused on the condition that the game ball has passed through a specific area in the special hit game ZA that occurs after the end of the first special game, and after the end of the jackpot game ZA, it is controlled to the second specific gaming state, and a third condition pattern is set as the end condition of the specific gaming state. On the other hand, when winning a special hit ZC in the first special lottery during a non-specific gaming state, a special symbol ZC is derived in the first special game in which a revenge chance effect is executed. In this case, a jackpot game ZC is caused on the condition that the game ball has passed through a specific area in the special hit game ZC that occurs after the end of the first special game, and after the end of the jackpot game ZC, it is controlled to the non-specific gaming state.
[0220] In this way, in the pachinko gaming machine 10 of the present embodiment, when a revenge chance effect is executed in a great success mode during the chance zone, a jackpot game may occur after the end of the revenge chance effect, and after the end of the jackpot game, it is controlled to an effect mode corresponding to the type of the jackpot game.
[0221] Next, a specific example of the game flow when winning a special hit Za in the second special lottery during the chance zone will be described. As shown in FIG. 11, in this example, in the same manner as the examples shown in FIGS. 8 to 10, it is assumed that the second special game is started in the chance zone (time points t30 to t33). And in this example, it is assumed that a special win Za is won in the second special lottery corresponding to the second special game. In this case, the main control CPU 41a causes a special win game Za to occur after the end of the second special game in which the special symbol Za is derived. At this time, the sub-control CPU 50a controls to end the result effect upon the start of the special win game Za. Further, the sub-control CPU 50a controls to execute the background effect in a manner of displaying the special win background image and to execute the right hit notification effect upon the start of the special win game Za (time point t34).
[0222] Furthermore, the main control CPU 41a controls to start a big win game Za after the end of the special win game Za on the condition that the game ball has passed through the specific area in the special win game Za (time point t35). At this time, the sub-control CPU 50a controls to execute the background effect in a manner of displaying the big win background image. Thereafter, the main control CPU 41a controls the game state to the second specific game state upon the end of the big win game Za, and sets the second condition pattern as the end condition of the specific game state (time point t36). At this time, the sub-control CPU 50a does not execute the continuous win number initialization process and the acquired prize ball number initialization process. That is, in this example, the values of the continuous win number counter and the acquired prize ball number counter stored in the sub-control RAM 50c are held, and the control is performed to the second specific game state. In other words, even when the sub-control CPU 50a is controlled to the non-specific game state upon winning a special win Zb during the second specific game state, if a special win is won in the second special lottery during the non-specific game state and the sub-control CPU 50a returns to the second specific game state after the end of the big win game based on the special win, the continuous win number and the acquired prize ball number are counted in total.
[0223] Then, the sub-control CPU 50a is controlled to enter the second specific game state. When the second condition pattern is set as the end condition of the specific game state, the sub-control CPU 50a stores a value indicating the special mode in the mode flag, thereby shifting the effect mode to the special mode. Further, the sub-control CPU 50a controls to execute the background effect in a manner of displaying a special background image.
[0224] With such control, in the pachinko gaming machine 10 of the present embodiment, when the special symbol Za is derived in the second special game in the non-specific game state, the big win game Za occurs on the condition that the game ball has passed through the specific area in the special win game Za, and after the end of the big win game Za, it is controlled to enter the second specific game state. At this time, the second condition pattern is set as the end condition of the specific game state.
[0225] As described above, in the pachinko gaming machine 10 of the present embodiment, when the special symbol Za is derived in the second special game during the chance zone, there may be a case where it shifts to the special mode without executing the revenge chance effect.
[0226] Next, a specific example of the game flow when the power supply to the pachinko gaming machine 10 is cut off during the chance zone and then the power supply is resumed will be described. In the following description, the cutting off of the power supply to the pachinko gaming machine 10 is simply referred to as "power-off", and the resumption of the power supply to the pachinko gaming machine 10 is simply referred to as "power-on".
[0227] As shown in FIG. 12, in this example, similar to the examples shown in FIGS. 8 to 10, it is assumed that the first special game is started in the chance zone (time points t40 to t44). And in this example, it is assumed that a power failure occurs during the execution of the first special game in the chance zone and then power is restored (time points t45 to t46). At this time, it is assumed that the RAM clear switch CS has not been operated at the time of power restoration. In this case, the main control CPU 41a controls to return to the state at the time of power failure by executing the main control return process. Specifically, the main control CPU 41a controls to a non-specific game state and controls to resume the special game being executed at the time of power failure. Also at this time, the sub-control CPU 50a controls to a state where various effects can be executed by executing the sub-control return process. Specifically, the sub-control CPU 50a sets a value that can specify the non-specific game state in the sub-operation flag based on the return state command output from the main control CPU 41a, and sets a value indicating the chance zone in the mode flag based on the value of the sub-operation flag, thereby controlling to the chance zone. In this case, since the sub-control CPU 50a sets a value that can specify the non-specific game state in the sub-operation flag in the sub-control return process, it controls to execute the background effect in a mode of displaying the normal background image.
[0228] Thereafter, when the specific symbol ZY is derived in the first special game, the main control CPU 41a controls the game state to the first specific game state (time point t47). At this time, when being controlled to the first specific game state, the sub-control CPU 50a executes the continuous winning number initialization process and the acquired prize ball number initialization process.
[0229] Thus, in the pachinko gaming machine 10 of the present embodiment, when a power failure occurs during a non-specific gaming state and then power is restored, and when the RAM clear switch CS is not operated at the time of power restoration, a normal background image is displayed in the background effect from when it is controlled to the non-specific gaming state until it transitions to another gaming state due to the power restoration. That is, in the pachinko gaming machine 10 of the present embodiment, when a power failure occurs during a non-specific gaming state and then power is restored, and when the RAM clear switch CS is not operated at the time of power restoration, a normal background image is displayed during a specific period after the power restoration.
[0230] Next, a specific example of the game flow when a power failure occurs during the normal mode after the chance zone ends and then power is restored will be described. As shown in FIG. 13, in this example, similar to the example shown in FIG. 8, it is assumed that the normal mode is entered after the end of the chance zone (time points t50 to t55). And in this example, it is assumed that a power failure occurs during the execution of the first special game in the normal mode and then power is restored (time points t56 to t57). At this time, it is assumed that the RAM clear switch CS was not operated at the time of power restoration. In this case, the main control CPU 41a controls to return to the state at the time of power failure by executing the main control return process. Specifically, the main control CPU 41a controls to the first specific gaming state, sets the first condition pattern as the end condition of the specific gaming state, and controls to resume the special game being executed at the time of power failure. Also at this time, the sub-control CPU 50a controls to a state where various effects can be executed by executing the sub-control return process. Specifically, the sub-control CPU 50a sets a value that can identify the first specific gaming state in the sub-operation flag and a value that can identify the first condition pattern in the sub-condition pattern flag based on the return state command output from the main control CPU 41a. Then, the sub-control CPU 50a controls to the normal mode by setting a value indicating the normal mode in the mode flag based on the values of the sub-operation flag and the sub-condition pattern flag. In this case, the sub-control CPU 50a controls to execute the background effect in a manner of displaying the normal background image.
[0231] As described above, in the pachinko gaming machine 10 of the present embodiment, when a power failure occurs during the first specific gaming state and then power is restored, and the RAM clear switch CS is not operated at the time of power restoration, since it is controlled to the first specific gaming state, a normal background image is displayed in the background effect. That is, in the pachinko gaming machine 10 of the present embodiment, when a power failure occurs during the first specific gaming state and then power is restored, and the RAM clear switch CS is not operated at the time of power restoration, a normal background image is displayed. Therefore, in the pachinko gaming machine 10 of the present embodiment, when a power failure occurs during the non-specific gaming state and then power is restored, and when a power failure occurs during the first specific gaming state and then power is restored, the same background image is displayed during a specific period after power restoration.
[0232] Although not shown, in the pachinko gaming machine 10 of the present embodiment, when a power failure occurs during the second specific gaming state and then power is restored, and the RAM clear switch CS is not operated at the time of power restoration, it is controlled to the second specific gaming state, and the condition pattern set at the time of power failure is set as the end condition of the specific gaming state. For this reason, when a power failure occurs during the special mode and then power is restored, and the RAM clear switch CS is not operated at the time of power restoration, it is controlled to the special mode even after power restoration, and a special background image is displayed in the background effect. Similarly, when a power failure occurs during the blessing zone and then power is restored, and the RAM clear switch CS is not operated at the time of power restoration, it is controlled to the blessing zone even after power restoration, and a blessing background image is displayed in the background effect.
[0233] Also, although not shown, in the pachinko gaming machine 10 of the present embodiment, when a power failure occurs and then power is restored, and the RAM clear switch CS is operated at the time of power restoration, it is controlled to the non-specific gaming state. In this case, since a value capable of specifying the non-specific gaming state is set in the sub-operation flag in the sub-control initial setting process, the sub-control CPU 50a controls to execute the background effect in a mode of displaying a normal background image.
[0234] The effects of this embodiment will be described. (1) After the end of the non-specific game state, there are cases where the game shifts to the first specific game state that is less advantageous than the non-specific game state and cases where it shifts to the second specific game state that is more advantageous than the non-specific game state. Therefore, the player can enjoy the game by focusing on which game state the game will shift to. Moreover, during the execution of the first special game in the non-specific game state, a revenge chance effect for notifying whether the game will shift to the first specific game state or the second specific game state is executed, so the degree of attention to which game state the game will shift to can be increased. Thereby, the interest in the game can be improved.
[0235] (2) In the special game in which the revenge chance effect is executed, when the specific symbol ZX is derived, the game shifts to the second specific game state, while when the specific symbol ZY is derived, the game shifts to the first specific game state. According to this, even if the content of the revenge chance effect is missed, it becomes possible to recognize which game state the game will shift to, so the interest of the player who pays attention to which game state the game will shift to can be improved.
[0236] (3) When the power supply of the pachinko machine 10 is cut off and then restored, it is conceivable that the players may change before and after the power supply cut-off. Here, when the power supply is cut off during the non-specific game state and then restored, and when the power supply is cut off during the first specific game state and then restored, the same background image is displayed in the background effect during a specific period after the power restoration, so it is possible to give the pleasure of speculating about the game state.
[0237] (4) The variable determination information referred to in the special symbol start process is different among the non-specific game state, the first specific game state, and the second specific game state. According to this, since the variation pattern can be determined in different determination modes according to the game state, the content of the variable game can be diversified to make the player enjoy the game.
[0238] (5) After the end of the non-specific game state, the probability of transitioning to a second specific game state that is more advantageous than the non-specific game state is higher than the probability of transitioning to a first specific game state that is less advantageous than the non-specific game state. Therefore, the interest when transitioning to the second specific game state can be further improved.
[0239] (6) When transitioning from the non-specific game state to the first specific game state, the game state in which the firing of the game ball is recommended does not change. On the other hand, when transitioning from the non-specific game state to the second specific game state, the game area in which the firing of the game ball is recommended changes. According to this, when transitioning from the non-specific game state to a second specific game state that is more advantageous than the non-specific game state, it is possible to strongly impress that the game state has changed.
[0240] (7) When transitioning from the non-specific game state to a second specific game state that is more advantageous than the non-specific game state, the value of the consecutive win counter is not initialized. According to this, even when transitioning from the second specific game state to the non-specific game state, when transitioning to the second specific game state again thereafter, the consecutive win count continues to be counted without being initialized, and a result effect is executed based on the consecutive win count. Therefore, it is possible to enjoy the pleasure of an increasing number of jackpot games occurring.
[0241] (8) When transitioning from the non-specific game state to a second specific game state that is more advantageous than the non-specific game state, the value of the acquired prize ball counter is not initialized. According to this, even when transitioning from the second specific game state to the non-specific game state, when transitioning to the second specific game state again thereafter, the acquired prize ball count continues to be counted without being initialized, and a result effect is executed based on the acquired prize ball count. Therefore, it is possible to enjoy the pleasure of an increasing number of acquired prize balls.
[0242] (9) When controlled to the second specific game state, there are an end condition of a second condition pattern and an end condition of a third condition pattern. When the third condition pattern is set as the end condition of the second specific game state, in principle, unless a special hit Za is won and a big win game Za occurs, the second specific game state does not end. Therefore, when the third condition pattern is set as the end condition of the second specific game state, the interest of the player who expects a big win game Za to occur can be improved.
[0243] (10) In this embodiment, during the specific game state, a specific hit is not won. According to this, since the opportunity to be controlled to the second specific game state can be restricted on the occasion of the establishment of the specific hit control condition, the interest of the player when a specific hit is won can be improved.
[0244] (11) When the first special lottery is executed during the non-specific game state, the result of the first special lottery is either a special hit or a specific hit. According to this, since the period controlled to the non-specific game state can be shortened, the interest of the player who expects to be controlled to the specific game state can be improved.
[0245] (12) In this embodiment, in the non-specific game state, even when a special hit is not won, when a specific hit ZX is won, it is controlled to the second specific game state. According to this, for a player who wants to play a game in the second specific game state, even when a special hit is not won in the non-specific game state, the player can be expected to win a specific hit ZX and enjoy the game.
[0246] (13) In this embodiment, even when, in the non-specific game state, a specific hit ZY is won and it is controlled to the first specific game state, when a special game of the number of operations is executed without a big win game being given thereafter, it is controlled to the non-specific game state again. According to this, even when a specific hit ZY is won in the non-specific game state, it is possible to suppress the interest of the player who expects to be controlled to the second specific game state from being lowered.
[0247] This embodiment can be implemented with the following modifications. This embodiment and the following modification examples can be implemented in combination with each other within a technically consistent range.
[0248] · The revenge chance effect may be an effect that suggests or notifies whether to shift to the first specific gaming state or the second specific gaming state, and the content of the effect may be changed as appropriate. · The execution timing of the revenge chance effect may be changed as appropriate. For example, the revenge chance effect may be executed over the variable time of a plurality of special games in a non-specific gaming state. At this time, the plurality of special games may include the second special game or may include only the first special game.
[0249] · When the sub-control CPU 50a wins the special win ZC in the first special lottery during the non-specific gaming state, the sub-control CPU 50a may execute the revenge chance effect in an effect mode different from the great success mode. At this time, the sub-control CPU 50a may execute the revenge chance effect in an end mode or may execute the revenge chance effect in a dedicated effect mode. That is, among the effect modes of the revenge chance effect, the great success mode may be the effect mode when winning the special win that is controlled to the second specific gaming state after the end of the big win game.
[0250] · The result effect may be an effect that suggests or notifies the number of times the big win game has occurred within a specific period and the number of prize balls obtained within the specific period, and the content of the effect may be changed as appropriate. For example, in the result effect, the number of times the special win game has occurred within the specific period may be suggested or notified, or the elapsed time from the start of the specific period until the result effect is executed may be suggested or notified.
[0251] ·The execution timing of the result presentation may be changed as appropriate. For example, when the second specific gaming state ends triggered by the derivation of the special symbol Zb, the result presentation may be executed during either the period in which the special winning game Zb is executed or the variation time of the second special game executed after the end of the special winning game Zb. Also, when the second specific gaming state ends triggered by the derivation of the special symbol Zb, the result presentation may be executed during the execution of the special game in which the special symbol Zb is derived. Further, when the second specific gaming state ends triggered by the derivation of the special symbol Zb, the result presentation may be executed over a part or all of the periods including during the execution of the special game in which the special symbol Zb is derived, the period in which the special winning game Zb is executed, and the variation time of the second special game executed after the end of the special winning game Zb.
[0252] ·The presentation that suggests or notifies the number of times a big winning game has occurred within a specific period and the presentation that suggests or notifies the number of prize balls obtained within a specific period may be different presentations. In this case, each presentation may be executed at different timings.
[0253] ·In addition to the first big winning command and the second big winning command, the sub-control CPU 50a may update the value of the acquired prize ball counter each time it inputs a command indicating that a game ball has entered the first start winning port 14, a command indicating that a game ball has entered the second start winning port 15, or a command indicating that a game ball has entered a normal winning port (not shown). That is, the sub-control CPU 50a may update the value of the acquired prize ball counter each time the condition for awarding a prize ball is satisfied within a specific period.
[0254] ·The timing for initializing the consecutive winning count counter and the acquired prize ball counter may be changed as appropriate. For example, the sub-control CPU 50a may initialize the consecutive winning count counter and the acquired prize ball counter triggered by the transition to the non-specific gaming state.
[0255] · Even when a value capable of specifying the unspecified game state is set in the sub-operation flag in the sub-control initial setting process or the sub-control return process, the sub-control CPU 50a may execute the background effect in a manner that causes the chance background image to be displayed. That is, even when the pachinko gaming machine 10 is controlled to the unspecified game state upon power-on, the chance background image may be displayed in the background effect. According to this, since the player can be made to recognize that they are in the chance zone, the interest in the game can be improved.
[0256] · When a value capable of specifying the unspecified game state is set in the sub-operation flag in the sub-control initial setting process or the sub-control return process, the sub-control CPU 50a may display a dedicated background image that is different from both the chance background image and the normal background image. That is, when the pachinko gaming machine 10 is controlled to the unspecified game state upon power-on, the dedicated background image may be displayed in the background effect.
[0257] · The sub-control CPU 50a may make the background image to be displayed in the background effect different between the case where a value capable of specifying the unspecified game state is set in the sub-operation flag in the sub-control initial setting process and the case where a value capable of specifying the unspecified game state is set in the sub-operation flag in the sub-control return process.
[0258] · For some or all of the game states among the unspecified game state, the first specified game state, and the second specified game state, the variation determination information referred to in the special symbol start process may be the same.
[0259] ·The combination of performance symbols derived in the performance game may be the same when the specific symbol ZX is derived and when the specific symbol ZY is derived in the special game. According to this, since it is impossible to determine whether to shift to the first specific game state or the second specific game state from the combination of performance symbols, it is possible to give the pleasure of guessing which game state to shift to. Also, the combination of performance symbols derived in the performance game may be made different when the specific symbol ZX is derived and when the specific symbol ZY is derived in the special game. According to this, since it is possible to determine whether to shift to the first specific game state or the second specific game state from the combination of performance symbols, it is possible to suppress the decline in the interest of players who want to know which game state to shift to.
[0260] ·In each condition pattern, whether to set a number-of-times end condition and the number of operating times in the number-of-times end condition may be changed as appropriate. At this time, by setting the number of operating times in the number-of-times end condition to an extremely large number (for example, 10,000 times), it is also possible to provide a condition pattern in which the number-of-times end condition is not substantially satisfied.
[0261] ·In each condition pattern, the type of special win and the upper limit of winning times that are the targets of the special win end condition may be changed as appropriate. At this time, by setting the upper limit of winning times for a predetermined special win in the special win end condition to an extremely large number (for example, 1,000 times) or to a number equal to or greater than the number of operating times in the number-of-times end condition, it is also possible to provide a condition pattern in which the special win end condition is not substantially satisfied for a predetermined special win. Also, it is possible to provide a condition pattern in which the special win end condition is not set.
[0262] ·The number and type of specific wins may be changed as appropriate. For example, it may include a specific win that is controlled to the second specific game state and for which the third condition pattern is set as the end condition of the specific game state.
[0263] · The probability of winning for each specific win may be changed as appropriate. For example, the probability of winning for a specific win of ZX may be higher than the probability of winning for a specific win of ZY, or they may be the same probability.
[0264] · A specific win may be made possible even outside of the non-specific game state. For example, it may be possible to win a specific win during the first specific game state, or it may be possible to win a specific win during the second specific game state. In this case, when a specific win is made, it may be controlled to a specific game state based on the specific win after the end condition of the current specific game state is satisfied, or it may be controlled to a specific game state based on the specific win instead of the current specific game state at the time when the specific win is made.
[0265] · A specific win may be made possible in the second special lottery. In this case, it may be arranged not to win a specific win in the first special lottery, or it may be arranged to be able to win a specific win in both the first special lottery and the second special lottery.
[0266] · The main control CPU 41a may specify the game state after the end of the big win game based on the specific win, based on the game state when a special win is made. In particular, when a special win is made during a specific game state, the main control CPU 41a may set the condition pattern of the end condition of the specific game state when controlling to the specific game state after the end of the big win game based on the special win, based on the condition pattern of the end condition set as the end condition of the specific game state.
[0267] · The number and types of special wins may be changed as appropriate. For example, for each special win, the type of the specific game state controlled after the end of the big win game based on the special win may be changed, or the condition pattern of the end condition of the specific game state set when controlling to the specific game state may be changed.
[0268] The number and types of the condition patterns of the end conditions of the specific game state may be changed as appropriate. For example, only one type of condition pattern may be provided as the condition pattern of the end conditions of the specific game state when controlled to the second specific game state. Also, for example, two or more types of condition patterns may be provided as the condition patterns of the end conditions of the specific game state when controlled to the first specific game state. In this case, the main control CPU41a may make the condition patterns set when the big win control condition is established different from the condition patterns set when the specific win control condition is established. Also, in this case, the main control CPU41a may make the condition patterns set different depending on the type of special win when the big win control condition is established or the game state when the game ball passes through the specific area in the special win game, or may make the condition patterns set different depending on the type of special win when the specific win end condition is established.
[0269] The condition patterns of the end conditions that can be set when the first specific game state is in the first game state may include a plurality of condition patterns with different activation times in the count end condition. Similarly, the condition patterns of the end conditions that can be set when the second specific game state is in the first game state may include a plurality of condition patterns with different activation times in the count end condition. In this case, the number of special games executed from when the specific game state is entered until the specific game state ends when the count end condition is satisfied varies depending on the set condition pattern, so that the timing at which the specific game state ends can be diversified to make the game more enjoyable.
[0270] In the first special lottery during a non-specific game state, it is possible that neither the special prize nor the specific prize will be won. The probability of winning the special prize may be changed as appropriate. For example, the probability of winning the special prize in the first special lottery and the probability of winning the special prize in the second special lottery may be the same, or the probability of winning the special prize in the first special lottery may be higher.
[0271] · The random number used for determining whether to win a special win and the random number used for determining whether to win a specific win may be different random numbers. · The main control CPU 41a may perform both the determination of whether to win a special win and the determination of whether to win a specific win in one winning determination. For example, when the value of the acquired random number matches the special win determination value among the winning determination values including both the special win determination value and the specific win determination value, the main control CPU 41a determines it as a special win, and when it matches the specific win determination value, it determines it as a specific win. On the other hand, when it does not match either, it may be determined as a loss.
[0272] · The presentation modes of the right hit notification presentation and the left hit notification presentation may be changed as appropriate. For example, the right hit notification presentation and the left hit notification presentation may be executed in different presentation modes according to the current gaming state. Also, the right hit notification presentation may be executed in different presentation modes when in a special game and when in a winning game. Furthermore, the right hit notification presentation may be executed in different presentation modes when in a special win game and when in a big win game.
[0273] · It may be embodied as a gaming machine that does not execute the right hit notification presentation and the left hit notification presentation. Also, instead of or in addition to the right hit notification presentation, it may be embodied as a gaming machine that executes a right hit notification under the control of the main control CPU 41a. Similarly, instead of or in addition to the left hit notification presentation, it may be embodied as a gaming machine that executes a left hit notification under the control of the main control CPU 41a. As the right hit notification and the left hit notification under the control of the main control CPU 41a, for example, the notification by the information display device 13 may be adopted.
[0274] · The number and types of presentation modes may be changed as appropriate. For example, a plurality of presentation modes may be provided as presentation modes controllable in a predetermined gaming state. Also, for different gaming states, it may be controllable to the same presentation mode.
[0275] ·As a specific game state, it may be embodied in a pachinko machine having three or more types of specific game states, or may be embodied in a pachinko machine having only one type of specific game state. ·When winning a jackpot in a special lottery, it may be embodied in a pachinko machine that causes a jackpot game after deriving a jackpot symbol in a special game. That is, as an opportunity for a jackpot game to occur, there are two opportunities: winning a jackpot in a special lottery and when a game ball passes through a specific area during a special win game based on winning a special win in a special lottery. It may be embodied in a so-called one-type-two-type pachinko machine having these two opportunities. In such a pachinko machine, when the second special game is being executed in a non-specific game state, there may be a case of transitioning to a specific game state after the end of the second special game and a case of not transitioning to a specific game state after the end of the second special game. Also at this time, during the execution of the second special game in the non-specific game state, an effect may be executed to suggest or notify whether to transition to a specific game state after the end of the second special game or to be controlled to remain in the non-specific game state even after the end of the second special game. In this case, the specific game state corresponds to the first state, the state in which the second special game is being executed in the non-specific game state corresponds to the second state, and the state in which the second special game is not being executed in the non-specific game state corresponds to the third state. In this case, it may not have a specific symbol as a special symbol.
[0276] When the present invention is embodied in a pachinko gaming machine that generates a jackpot game after a jackpot pattern is derived in a special game when a jackpot is won in a special lottery, a probability variation function that varies the probability of winning a jackpot in a special lottery may be provided. For example, the pachinko gaming machine 10 may be controlled to either a low probability state in which the probability of winning a jackpot in a special lottery is low, or a high probability state in which the probability of winning a jackpot in a special lottery is higher than the low probability state. In this case, the gaming state of the pachinko gaming machine 10 may be controlled to, for example, a gaming state that is a high probability state and a specific gaming state, a gaming state that is a high probability state and a non-specific gaming state, and a gaming state that is a low probability state and a non-specific gaming state. In such a pachinko gaming machine, after the end of a gaming state that is a high probability state and a non-specific gaming state, there may be a time when the gaming state transitions to a gaming state that is a high probability state and a specific gaming state, and a time when the gaming state transitions to a gaming state that is a low probability state and a non-specific gaming state. Also, at this time, in a game state in which the game is in a high probability state and a non-specific game state, during the execution of the special game, a performance may be executed that suggests or notifies whether the game state will move to a game state in which the game is in a high probability state and a specific game state, or to a game state in which the game is in a low probability state and a non-specific game state. In this case, the game state in which the game is in a high probability state and a specific game state corresponds to the first state, the game state in which the game is in a high probability state and a non-specific game state corresponds to the second state, and the game state in which the game is in a low probability state and a non-specific game state corresponds to the third state. In this case, the special symbol may not have a special symbol, and may not have a specific symbol.
[0277] The sub-control board 50 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker SP, and a lamp control board that specializes in controlling the decorative lamps LA may be provided separately from the sub-control board 50. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 50a may be composed of multiple CPUs mounted on a single board.
[0278] · The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main control board 40 and the functions of the sub-control board 50. Also, the functions of the main control board 40 may be realized by being divided among a plurality of boards. The main control CPU 41a may be composed of a plurality of CPUs mounted on a single board.
[0279] · It may be embodied as a pachinko gaming machine that does not execute a performance game. In this case, a special symbol may be displayed on the performance display device 12. The technical ideas that can be grasped from the above-described embodiments and modification examples will be described.
[0280] (Appendix 1) In a gaming machine capable of executing a variable game in which symbols are varied, there are provided main control means for performing various controls including control related to the variable game, performance execution means for executing a performance, and performance control means for controlling the performance execution means. When the main control means executes control related to the variable game, there are a plurality of states including a first state, a second state, and a third state. The first state is a state more advantageous to the player than the second state and the third state. The second state is a state more advantageous to the player than the third state. After the end of the first state, it is possible to shift to the second state, while after the end of the second state, it is possible to shift to either the first state or the third state. The performance control means is capable of performing control to execute a special performance during the execution of the variable game in the second state. The special performance is a performance that suggests or notifies whether to shift to the first state or the third state. A gaming machine characterized by this.
[0281] (Appendix 2) When the first symbol stops in the variable game in which the special performance is executed in the second state, it shifts to the first state, while when the second symbol stops in the variable game in which the special performance is executed in the second state, it shifts to the third state. The gaming machine according to Appendix 1.
[0282] (Supplementary Note 3) The effect control means can execute a specific effect that is performed by displaying a predetermined image. In the specific effect, different images can be displayed when in the second state and when in the third state. On the other hand, when the power supply to the gaming machine is cut off during the second state and then the power supply is resumed, and when the power supply to the gaming machine is cut off during the third state and then the power supply is resumed, the same image is displayed during a specific period after the power supply is resumed. The gaming machine according to Supplementary Note 1 or Supplementary Note 2.
[0283] (Supplementary Note 4) It is provided with storage means for storing various kinds of information. The information stored in the storage means includes variation information that determines the content of the variable game and variation determination information that determines the mode of determination of the variation information. The main control means determines the variation information by referring to the variation determination information corresponding to the current state. The first state, the second state, and the third state are states in which the referred variation determination information is different respectively. The gaming machine according to any one of Supplementary Notes 1 to 3.
Explanation of Signs
[0284] CL…Center line CS…RAM clear switch GH…Image display unit HD…Firing handle LA…Decorative lamp R1…First path R1a…Left area (first game area) R2…Second path R2a…Right area (second game area) SE1…First start winning sensor SE2…Second start winning sensor SE3…First count sensor SE4…Second count sensor SE5…Specific passage sensor SE6…Gate sensor SL1…First solenoid SL2…Second solenoid SL3…Third solenoid SL4…Fourth solenoid SP…Speaker W…Center frame YB…Pachinko game machine 12…Effect display device (effect execution means) 13…Information display device 13a…First special symbol display section 13b…Second special symbol display section 13c…First special hold display section 13d…Second special hold display section 13e…Normal symbol display section 13f…Normal hold display section 14…First start ball entry port 15…Second start ball entry port 16…Normal opening and closing piece 18…First big winning port 19…First special opening and closing piece 20…Second big winning port 21…Second special opening and closing piece 23…Gate 23a…Gate port 26…Passage 26a…First passage 26b…Second passage 27…Branching section 28…Distribution shutter 40…Main control board 41…Microprocessor 41a…Main control CPU (main control means, special game control means, granting control means) 41b…Main control ROM (memory means) 41c…Main control RAM 50…Sub-control board 50a…Sub-control CPU (effect control means, specific occurrence count means, specific granting ball count means) 50b…Sub-control ROM 50c…Sub-control RAM (count memory means, ball count memory means)
Claims
【Claim 1】 In a gaming machine capable of executing a variable game in which symbols are varied, main control means for performing various controls including control related to the variable game, effect execution means for executing an effect, effect control means for controlling the effect execution means, storage means for storing information, storage control means for controlling the storage means, and comprising, the effect control means is capable of controlling an effect mode, when the main control means executes control related to the variable game, there are a plurality of states including a first state, a second state, and a third state, the first state is a state more advantageous to the player than the second state and the third state, the second state is a state more advantageous to the player than the third state, it is possible to shift from the first state to the second state, it is possible to shift from the second state to either the first state or the third state, the effect control means is capable of controlling to execute a special effect during the execution of the variable game in the second state, the special effect is an effect capable of suggesting or notifying whether to shift to the first state or the third state, the effect control means is capable of controlling to execute a specific effect by displaying a predetermined image, in the specific effect, different images can be displayed when in the second state and when in the third state, when the power supply to the gaming machine is cut off during the second state and then the power supply is resumed, and when the power supply to the gaming machine is cut off during the third state and then the power supply is resumed, the same image is displayed during a specific period after the power supply is resumed and is controlled to different effect modes, the storage control means is capable of initializing control of information stored in the storage means when the power supply is resumed, A gaming machine characterized in that the same image is displayed during the specific period regardless of whether the initialization control is executed or not executed when the power supply is resumed when the power supply to the gaming machine is cut off during the second state or the third state. The gaming machine according to claim 1, wherein the second specific image can be displayed during the specific period, regardless of whether the power supply to the gaming machine is cut off when at least the first specific image is being displayed in the second state and then the power supply is resumed, or whether the power supply to the gaming machine is cut off when at least the second specific image is being displayed in the third state and then the power supply is resumed.
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