Gaming Machines
The gaming machine addresses the lack of effective state control in conventional gaming machines by incorporating advanced control mechanisms and special effects, thereby enhancing player engagement and interest in the game.
Patent Information
- Application Number
- JP2022182389
- 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
Conventional gaming machines lack effective control mechanisms for managing game states during variable games, leading to reduced player interest.
A gaming machine equipped with a main control unit, performance execution means, performance control means, storage means, and memory control means, allowing for the management of multiple game states and the execution of special effects to influence player decisions.
The solution enhances player engagement by providing a dynamic and interactive gaming experience through controlled game states and special effects, thereby increasing interest in the game.
Smart Images

Figure 0007688920000001 
Figure 0007688920000002 
Figure 0007688920000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Among conventional pachinko gaming machines, which are a type of gaming machine, there are some that have a plurality of states as states when a variable game is executed. For example, in the gaming machine described in Patent Document 1, the end conditions of the advantageous gaming state when controlling to the advantageous gaming state (short-time state) after the end of the big win game are made different depending on the type of winning. In other words, the gaming machine described in Patent Document 1 can be said to have multiple types of advantageous gaming states with different end conditions as the state when executing the variable game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-97584 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in such gaming machines, it is desirable to improve the control of the state when the variable game is executed, thereby increasing the interest in the game. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine capable of executing a variable game in which symbols are changed, the gaming machine comprising: a main control means for performing various controls including control related to the variable game; a performance execution means for executing performances; a performance control means for controlling the performance execution means; a storage means for storing information; and a memory control means for controlling the storage means; The performance control means is capable of controlling a performance mode,The state when the main control means executes control regarding the variable game includes a plurality of states including a first state, a second state, and a third state, the first state is a state more advantageous to a player than the second state and the third state, the second state is a state more advantageous to a player than the third state, a transition from the first state to the second state is possible, a transition from the second state to either the first state or the third state is possible, a probability of transition from the second state to the third state is higher than a probability of transition from the second state to the first state, and the presentation control means controls the execution of the variable game in the second state. a control means for controlling a special effect to be executed during a game, the special effect being an effect capable of suggesting or informing a player of whether to transition to the first state or the third state; the effect control means is capable of controlling a specific effect to be executed by displaying a predetermined image; the specific effect is capable of displaying different images when the game machine is in the second state and when the game machine is in the third state; and when the power supply to the game machine is cut off during the second state and then resumed, the same image is displayed during a specific period after the power supply is resumed, in a case where the power supply to the game machine is cut off during the third state and then resumed; Controlled by different presentation modes, The memory control means is capable of initializing control of the information stored in the memory means when power supply is resumed, and if power supply to the gaming machine is cut off during the second state or the third state, the same image is displayed during the specific period regardless of whether the initialization control is executed or not when power supply is resumed. Effect of the Invention
[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a front view showing a pachinko gaming machine. [Diagram 2] FIG. [Diagram 3](a) is an explanatory diagram showing the types of first special patterns, (b) is an explanatory diagram showing the types of second special patterns, and (c) is an explanatory diagram showing the types of termination conditions for a specific game state. [Figure 4] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Diagram 5] 11 is an explanatory diagram showing the types of presentation modes in each game state. FIG. [Figure 6] FIG. 11 is an explanatory diagram showing the transition of presentation modes. [Figure 7] 13(a) to (f) are explanatory diagrams showing aspects of revenge chance presentations. [Figure 8] This is a timing chart showing a specific example of the flow of presentation when transitioning to the chance zone. [Figure 9] This is a timing chart showing a specific example of the flow of presentation when transitioning to the chance zone. [Figure 10] This is a timing chart showing a specific example of the flow of presentation when transitioning to the chance zone. [Figure 11] This is a timing chart showing a specific example of the flow of presentation when transitioning to the chance zone. [Figure 12] This is a timing chart showing a specific example of the flow of presentation when a power outage occurs during the chance zone. [Figure 13] 11 is a timing chart showing a specific example of the flow of presentation when a power outage occurs during normal mode. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] An embodiment of a pachinko gaming machine will be described below. In the following description, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes a launch handle HD that is operated by a player when launching a gaming ball. The pachinko gaming machine 10 includes a speaker SP that outputs sound. The speaker SP can execute effects by outputting sound such as music and sound effects (hereinafter referred to as sound effects). The pachinko gaming machine 10 includes a decorative lamp LA that executes light emission effects using a light-emitting element (not shown). The decorative lamp LA can execute light emission effects by turning on, blinking, and turning off a light-emitting element (not shown).
[0009] The pachinko game machine 10 includes a game board YB. A game area YBa is formed on the front side of the game board YB, into which game balls can flow. In this embodiment, game balls launched by operating the launch handle HD reach the game area YBa. The game board YB includes an opening window YBb in the approximate center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0010] As shown in FIG. 2, the pachinko game 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 attached to the game board YB so that the image display unit GH is visible through an opening window YBb (center frame W) of the game board YB when viewed from the front. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The effect display device 12 can execute various notifications and effects by displaying various images. In particular, the effect display device 12 can execute an effect (hereinafter, referred to as a "display effect") that displays an image imitating a predetermined character or letter as one of the effects. In this embodiment, the effect display device 12 functions as an effect execution means that executes effects.
[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 that is visible to the player. The information display device 13 includes a first special symbol display unit 13a. The first special symbol display unit 13a is capable of executing a first special symbol variable game as a variable game in which a predetermined symbol is variably displayed and the first special symbol is finally displayed as a fixed and stopped symbol. The information display device 13 includes a second special symbol display unit 13b. The second special symbol display unit 13b is capable of executing a second special symbol variable game as a variable game in which a predetermined symbol is variably displayed and the second special symbol is finally displayed as a fixed and stopped symbol. The first special symbol and the second special symbol are symbols for announcing the result of a special lottery, which will be described later.
[0012] In the following description, the special lottery for the first special symbol is abbreviated to "first special lottery", and the special lottery for the second special symbol is abbreviated to "second special lottery". The first special symbol changing game is abbreviated to "first special game", and the second special symbol changing game is abbreviated to "second special game". The first special game and the second special game are collectively referred to as "special games". In this specification, "changing display" means a state in which the type of the displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly displayed and the type of the displayed symbol does not change. With respect to the symbol, "fixed stop display" and "derivation" have the same meaning.
[0013] The special symbols that can be derived in the first special symbol display section 13a and the second special symbol display section 13b include a special symbol as a special winning result, a specific symbol as a specific winning result, and a losing symbol as a losing result. In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, if a special winning is won in the special lottery, a special symbol is derived in the special game, and a special winning game is generated after the special game ends. The special winning game will be described in detail later. Also, if a specific winning is won in the special lottery, a specific symbol is derived in the special game. On the other hand, if neither a special winning nor a specific winning is won 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 this embodiment, a special game can be executed 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 first special games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of first special games that are on hold is indicated as the "first special hold number". In this embodiment, the maximum value of the first special hold number is "4". The information display device 13 includes a second special hold display section 13d. The second special hold display section 13d displays information that can identify the number of second special games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of second special games that are on hold is indicated as the "second special hold number". In this embodiment, the maximum value of the second special hold number is "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 in which a predetermined symbol is variably displayed and a normal symbol is finally displayed as a fixed stop. The normal symbol is a symbol for notifying the result of a normal lottery, which will be described later. In the following description, the normal symbol variation game is abbreviated to "normal game." The normal symbols that can be derived to the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal winning symbol is won in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game is awarded after the normal game ends.
[0016] The information display device 13 includes a regular hold display section 13f. The regular hold display section 13f displays information that can identify the number of regular games whose execution has been put on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of regular games on hold is referred to as the "regular hold number." In this embodiment, the maximum value of the regular hold number is "1." Note that each display section in the information display device 13 does not need to be provided on one display device, and may be provided on different parts. In addition, the information display device 13 may include a right hit display section that displays information instructing a so-called "right hit" and a round display section that notifies the upper limit number of rounds of play, which will be described later.
[0017] A plurality of winning holes into which game balls can enter are formed on the game board YB. The plurality of winning holes are open to the game area YBa. The plurality of winning holes include a first start winning hole 14, a second start winning hole 15, a first large winning hole 18, and a second large winning hole 20. The plurality of winning holes may include a winning hole different from these winning holes.
[0018] The first start winning opening 14 is a winning opening through which a game ball enters to satisfy the conditions for awarding prize balls and the reservation conditions for the first special game. As an example, the first start winning opening 14 is located below the performance display device 12. The first start winning opening 14 is always open so that game balls can enter. The pachinko game machine 10 is equipped with a first start winning sensor SE1 that detects a game ball that enters the first start winning opening 14 (see FIG. 4).
[0019] The second start winning opening 15 is a winning opening into which a game ball is entered to satisfy the conditions for awarding a prize ball and the conditions for holding the second special game. As an example, the second start winning opening 15 is located to the right of the performance display device 12. The pachinko game machine 10 is equipped with a second start winning sensor SE2 that detects a game ball that has entered the second start winning opening 15 (see FIG. 4).
[0020] The pachinko game machine 10 is provided with a normal movable piece 16 that can be in a first operating state in which the game ball cannot enter the second start winning hole 15, and a second operating state in which the game ball can enter the second start winning hole 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 is generated. In other words, when a normal winning game is generated, the second start winning hole 15 becomes capable of receiving the game ball. The game board YB is provided with a first solenoid SL1 as a means for operating the normal movable piece 16 (see FIG. 4).
[0021] The first large prize opening 18 is a prize opening into which game balls enter in order to establish the conditions for awarding prize balls. As an example, the first large prize opening 18 is located below the second start prize opening 15. The pachinko game machine 10 is provided with a first count sensor SE3 that detects game balls that enter the first large prize opening 18 (see FIG. 4).
[0022] The pachinko game machine 10 is provided with a first special opening / closing piece 19 that can be in an open state in which the first large prize opening 18 is opened so that game balls can enter, and in a closed state in which the first large prize opening 18 is closed so that game balls cannot enter. For example, the first special opening / closing piece 19 may be a door-like member that opens and closes the first large prize opening 18. The first special opening / closing piece 19 is always in a closed state, and operates to an open state when a special winning game is generated. That is, when a special winning game is generated, the first large prize opening 18 is opened so that game balls can enter. The game board YB is provided with a second solenoid SL2 as a means for operating the first special opening / closing piece 19 (see FIG. 4).
[0023] A passage 26 is provided at the back of the first large prize opening 18, through which the gaming ball that entered the first large prize opening 18 can pass. The passage 26 is provided so as to branch into a first passage 26a and a second passage 26b at a branching portion 27 downstream of the first large prize opening 18.
[0024] The branching section 27 is provided with a distribution shutter 28 which distributes the gaming ball that has entered the first large prize opening 18 to the first passage 26a or the second passage 26b by the operation of a fourth solenoid SL4 (see FIG. 4). The distribution shutter 28 operates so as to be capable of taking a first distribution state in which the gaming ball that has entered the first large prize opening 18 is distributed to the first passage 26a, and a second distribution state in which the gaming ball is distributed to the second passage 26b. The distribution shutter 28 operates in a predetermined operating pattern when a predetermined operating condition is established.
[0025] The pachinko game machine 10 includes a specific passage sensor SE5 that detects a game ball passing through a specific area in the first passage 26a (see FIG. 4). In this embodiment, the specific area is a so-called V area. Although details will be described later, in this embodiment, when the first large prize winning opening 18 is opened in a special winning game, a big win occurs when the game ball that entered the first large prize winning opening 18 passes through a specific area in the first passage 26a and is detected by the specific passage sensor SE5, and a big win game occurs. In this embodiment, the allocation of the game ball that entered the first large prize winning opening 18 to either the first passage 26a or the second passage 26b can also be understood as a winning lottery for a special feature. In this case, the allocation of the game ball that entered the first large prize winning opening 18 to the first passage 26a corresponds to winning a big win in the winning lottery for a special feature.
[0026] The second large prize opening 20 is an opening through which game balls enter in order to satisfy the conditions for awarding prize balls. As an example, the second large prize opening 20 is located below the first large prize opening 18. The pachinko game machine 10 is provided with a second count sensor SE4 that detects game balls that enter the second large prize opening 20 (see FIG. 4).
[0027] The pachinko game machine 10 is provided with a second special opening / closing piece 21 that can be in an open state in which the second large prize winning opening 20 is opened so that the game ball can enter, and in a closed state in which the second large prize winning opening 20 is closed so that the game ball cannot enter. For example, the second special opening / closing piece 21 may be a door-like member that opens and closes the second large prize winning opening 20. The second special opening / closing piece 21 is always in a closed state, and operates to an open state when a jackpot game is generated. That is, when a jackpot game is generated, the second large prize winning opening 20 is opened so that the game ball can enter. The game board YB is provided with a third solenoid SL3 as a means for operating the second special opening / closing piece 21 (see FIG. 4). In this embodiment, in a jackpot game, the second large prize opening 20 is opened, and the condition for awarding a prize ball is met when a game ball that enters the second large prize opening 20 is detected by the second count sensor SE4.
[0028] The game board YB has a gate 23. As an example, the gate 23 is located above the second start winning hole 15. The gate 23 has a gate opening 23a formed therein. The gate opening 23a is always open so that game balls can enter the gate. The pachinko game machine 10 has a gate sensor SE6 that detects game balls that have entered the gate opening 23a (see FIG. 4). The gate opening 23a is an entry opening through which game balls can enter in order to establish the start conditions for the normal game. Even if a game ball enters the gate opening 23a, the conditions for awarding prize balls are not established.
[0029] Next, the path along which the gaming ball flows in this embodiment will be described. The pachinko game machine 10 configured as above has a plurality of paths through which the game balls flow down in the game area YBa according to the launch strength of the game balls. The paths through which the game balls flow down can also be understood as the areas through which the game balls flow down. The plurality of paths include a first path R1 that flows down the left side of the center frame W (performance display device 12) and a second path R2 that flows down the right side of the center frame W (performance display device 12). The first path R1 and the second path R2 may overlap in part or may not overlap in whole. In the following description, the area located to the left of the center line CL that bisects the game area YBa to the left and right when the game board YB is viewed from the front is referred to as the left area R1a, and the area located to the right of the center line CL is referred to as the right area R2a. That is, in this embodiment, the path that flows down the left area R1a is the first path R1, and the path that flows down the right area R2a is the second path R2. In this embodiment, the left area R1a corresponds to a first game area, and the right area R2a corresponds to a second game area.
[0030] A player can hit a game ball into the left area R1a or the right area R2a by adjusting the launch strength of the game ball by operating the launch handle HD. The first start winning hole 14 is opened on the first route R1 (left area R1a). Therefore, when the game ball is launched with the launch strength adjusted to be weak, the game ball is likely to flow down the left area R1a and may enter the first start winning hole 14. On the second route R2 (right area R2a), the gate hole 23a, the second start winning hole 15, the first large winning hole 18, and the second large winning hole 20 are opened in order from the upstream side. Therefore, when the game ball is launched with the launch strength adjusted to be strong, the game ball is likely to flow down the right area R2a and may enter the second start winning hole 15, the first large winning hole 18, the second large winning hole 20, or the gate hole 23a.
[0031] In the following description, the launch of a game ball toward the left side region R1a by launching the game ball with a launch strength that makes it easy for the game ball to flow down the first path R1 may be referred to as a "left hit." Also, the launch of a game ball with a launch strength that makes it easy for the game ball to flow down the second path R2 may be referred to as a "right hit."
[0032] Next, the gaming state of the pachinko gaming machine 10 will be described. As shown in FIG. 3, the pachinko game machine 10 has a non-specific game state, a first specific game state, and a second specific game state as game states when executing control related to a variable game. The non-specific game state, the first specific game state, and the second specific game state are game states in which the ball entry rate of game balls into the second start winning hole 15 is different. In the following description, the first specific game state and the second specific game state may be collectively referred to simply as a "specific game state". The specific game state of this embodiment is a state in which the ball entry rate of game balls into the second start winning hole 15 is higher than that of the non-specific game state. Also, the second specific game state is a state in which the ball entry rate of game balls into the second start winning hole 15 is higher than that of the first specific game state. That is, in this embodiment, the rate at which game balls enter the second start winning port 15 is highest in the following order: non-specific game state < first specific game state < second specific game state.
[0033] For example, the ball entry rate of the game balls into the second start winning hole 15 can be improved by performing one of the three controls described below, which is arbitrarily selected, or by performing a combination of the controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game. The second control is a normal symbol probability variation control that varies the probability of winning a normal win in a normal lottery (normal win probability) to a high probability. The third control is an operation time extension control that lengthens the total operation time during which the normal movable piece 16 operates in the second operation state in one normal win game. The operation time extension control may be at least one of a control that increases the number of times the normal movable piece 16 operates in the second operation state in one normal win game, and a control that lengthens the operation time of one operation when the normal movable piece 16 operates in the second operation state in a normal win game.
[0034] Specifically, in this embodiment, the operating time during which the normal movable piece 16 operates to the second operating state in one normal winning game is in the order of non-specific game state < first specific game state < second specific game state. Also, in this embodiment, the operating time during which the normal movable piece 16 operates to the second operating state in one normal winning game in the non-specific game state or the first specific game state is much shorter than the operating time during which the normal movable piece 16 operates to the second operating state in one normal winning game in the second specific game state.
[0035] In particular, in this embodiment, the operating time during which the normal movable piece 16 operates in the second operating state in one normal winning game in the non-specific game state or the first specific game state is short enough that the game ball cannot actually enter the second start winning hole 15. Therefore, in this embodiment, in the non-specific game state or the first specific game state, it is more advantageous for the player to shoot the game ball to the left area R1a than to shoot the game ball to the right area R2a. In other words, the non-specific game state or the first specific game state can be said to be a game state in which left-handed hitting is recommended.
[0036] On the other hand, in this embodiment, the operating time during which the normal movable piece 16 operates in the second operating state in one normal winning game in the second specific game state is long enough for the game ball to enter the second start winning hole 15. Therefore, in this embodiment, in the second specific game state, it is more advantageous for the player to shoot the game ball to the right area R2a than to the left area R1a. In other words, the second specific game state can be said to be a game state in which right-handed hitting 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 is started after the end of the special game in which the special symbol is derived. In the special winning game, a predetermined performance is first performed for a predetermined opening time. For example, the predetermined performance is an opening performance indicating the start of the special winning game. In the special winning game, after the opening time has elapsed, a round game is performed in which the first large winning hole 18 is opened. That is, in this embodiment, if a special winning is won in a special lottery, a special winning game is generated in which the first large winning hole 18 is opened after a special symbol is derived in a special game. Then, in the special winning game, the first large winning hole 18 is closed when a ball entry condition in which a predetermined upper limit number of game balls enters or a time lapse condition in which a predetermined upper limit time has elapsed is met. That is, in this embodiment, the first special opening and closing piece 19 operates to an open state during the special winning game, and operates to a closed state when the ball entry condition or the time lapse condition is met. In this embodiment, a predetermined effect is performed during a round game. For example, the predetermined effect is a round effect that indicates that a round game in which the first large winning port 18 is opened is being played. After that, in the special winning game, a predetermined effect is performed for a predetermined ending time. For example, the predetermined effect is an ending effect that indicates the end of the special winning game. Then, the special winning game ends as the ending time passes.
[0045] Next, the jackpot game in this embodiment will be described. In this embodiment, the jackpot game starts after the special winning game ends, on the condition that the game ball passes through a specific area in the first passage 26a in the special winning game. In this embodiment, the jackpot game corresponds to the 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 symbols are classified into three groups, special symbol ZA, special symbol ZB, and special symbol ZC, at a predetermined ratio. Specifically, in this embodiment, of the 100 types of first special symbols classified as special symbols, 10 types of special symbols are classified as special symbol ZA, 40 types of special symbols are classified as special symbol ZB, and 50 types of special symbols are classified as special symbol ZC. In the following description, a special hit based on a special symbol classified as special symbol ZA is indicated as "special hit ZA", a special hit based on a special symbol classified as special symbol ZB is indicated as "special hit ZB", and a special hit based on a special symbol classified as special symbol ZC is indicated as "special hit ZC".
[0049] The special symbols of the second special symbols are classified into two groups, special symbol Za and special symbol Zb, at a predetermined ratio. Specifically, in this embodiment, of the 100 types of second special symbols classified as special symbols, 75 types of special symbols are classified as special symbol Za, and 25 types of special symbols are classified as special symbol Zb. In the following description, a special win based on a special symbol classified as special symbol Za is referred to as a "special win Za," and a special win based on a special symbol classified as special symbol Zb is referred to as a "special win Zb."
[0050] In addition, in the following explanation, the special hit games based on each of the special hits, special hit ZA, special hit ZB, special hit ZC, special hit Za, and special hit Zb, will be referred to as "special hit game ZA," "special hit game ZB," "special hit game ZC," "special hit game Za," and "special hit game Zb," respectively.
[0051] In the special winning game of this embodiment, the first special opening / closing piece 19 operates in different operation patterns depending on the type of special winning. Specifically, in each of the special winning games ZA, ZB, ZC, and Za, the first special opening / closing piece 19 operates in an operation pattern that allows the game ball to 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 that makes it difficult for the game ball to enter the first large winning opening 18. Particularly, in this embodiment, in the special winning game Zb, the first special opening / closing piece 19 operates in an operation pattern that makes it substantially impossible for the game ball to enter the first large winning opening 18.
[0052] In the special winning game of this embodiment, the distribution shutter 28 operates in a certain operation pattern. In this operation pattern, the distribution shutter 28 operates in a first distribution state in which the game ball that entered the first large winning opening 18 is distributed to the first passage 26a, and in a second distribution state in which the game ball that entered the first large winning opening 18 is distributed to the second passage 26b.
[0053] In this embodiment, when the game ball passes through a specific area in the first passage 26a in the special winning game and is detected by the specific passage sensor SE5, a big win occurs, and the big win game occurs after the special winning game ends. In the following description, the game ball passing through a specific area in the first passage 26a in the special winning game and being detected by the specific passage sensor SE5 is referred to as a "specific condition."
[0054] Thus, 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 that allows the game ball to enter the first large winning opening 18, and the distribution shutter 28 is operated in an operation pattern that allows the game ball that entered the first large winning opening 18 to pass through the first passage 26a. Therefore, in this embodiment, in each of the special winning games ZA, ZB, ZC, and Za, a specific condition may be established to cause a big winning game. In particular, in the present embodiment, in each of the special winning games ZA, ZB, ZC, and Za, if the 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 such an operation pattern 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 the present embodiment, in each of the special winning games ZA, ZB, ZC, and Za, if the game ball is hit to the right during the special winning game, the specific condition is established with an extremely high probability, and a big winning game occurs.
[0055] On the other hand, in the special winning game Zb, the first special opening / closing piece 19 is operated in an operation pattern that makes it substantially impossible for the game ball to enter the first big winning hole 18. For this reason, in the special winning game Zb in this embodiment, the specific condition is not established in principle, and the big winning game is not generated.
[0056] In the following explanation, the jackpot games that occur when specific conditions are met in each of the special hit games, namely, special hit game ZA, special hit game ZB, special hit game ZC, special hit game Za, and special hit game Zb, will be 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 jackpot games ZA and Za, the upper limit number of round games is set to 10 times. In the jackpot games ZB, ZC, and Zb, the upper limit number of round games is set to 2 times. In addition, the upper limit number of round games in this specification includes the opening of the second large prize winning hole 20 in the jackpot game that occurs when a specific condition is established in the special prize game, as well as the opening of the first large prize winning hole 18 in the special prize game that triggered the jackpot game. In other words, when a jackpot game occurs based on the special prize ZA or Za, it can be said that 10 round games are executed, including the opening of the first large prize winning hole 18 in the special prize game and the opening of the second large prize winning hole 20 in the jackpot game based on the special prize. In addition, when a jackpot game occurs based on the special hits ZB, ZC, and Zb, it can be said that two rounds of play are played, consisting of the opening of the first large prize opening 18 in the special hit game and the opening of the second large prize opening 20 in the jackpot game based on the special hit.
[0058] In this embodiment, for each jackpot game, the game state to be controlled after the jackpot game ends and the end condition of the specific game state when the specific game state is controlled are determined. Specifically, after the end of each jackpot game, the game state is controlled to a game state corresponding to the game state at the time of the jackpot. Here, the game state at the time of the jackpot refers to the game state at the time when the specific condition is established in the special jackpot game. That is, in this embodiment, the game state at the time of the jackpot is the game state when the game ball passes through the specific area in the first passage 26a and is detected by the specific passage sensor SE5 in the special jackpot game.
[0059] For example, after the end of the jackpot game ZA, the game is controlled to the second specific game state regardless of the game state at the time of the jackpot. In addition, when the game is controlled to the second specific game state after the end of the jackpot game ZA, if the game state at the time of the jackpot is a non-specific game state, the end condition of the specific game state becomes the third condition pattern, whereas if the game state at the time of the jackpot is a specific game state, the end condition of the specific game state becomes the second condition pattern. The end condition of the specific game state will be described in detail later.
[0060] After the big win game ZB ends, the game is controlled to the second specific game state regardless of the game state at the time of the big win. Also, when the game is controlled to the second specific game state after the big win game ZB ends, if the game state at the time of the big win is a non-specific game state, the end condition of the specific game state becomes the second condition pattern, whereas if the game state at the time of the big win is a specific game state, the end condition of the specific game state becomes the third condition pattern.
[0061] After the jackpot game ZC ends, whether or not the game is controlled to a specific game state depends on the game state at the time of the jackpot. If the game state at the time of the jackpot is a non-specific game state, the game is controlled to the non-specific game state even after the jackpot game ZC ends. On the other hand, if the game state at the time of the jackpot is a specific game state, the game is controlled to a first specific game state after the jackpot game ZC ends. Also, if the game is controlled to the first specific game state after the jackpot game ZC ends, the end condition of the specific game state becomes the first condition pattern.
[0062] After the jackpot game Za ends, the game is controlled to the second specific game state regardless of the game state at the time of the jackpot. In addition, when the game is controlled to the second specific game state after the jackpot game Za ends, the end condition of the specific game state becomes the second condition pattern regardless of the game state at the time of the jackpot. In addition, after the jackpot game Zb ends, the game is controlled to the non-specific game state regardless of the game state at the time of the jackpot.
[0063] Moreover, the pachinko gaming machine 10 of this embodiment has a plurality of types of specific symbols as special symbols. The types of specific wins are respectively determined for the plurality of types of specific symbols. In this embodiment, the first special symbols include a plurality of types of specific symbols. On the other hand, in this embodiment, the second special symbols do not include any specific symbols. That is, the pachinko gaming machine 10 of this embodiment is configured such that it is possible to win a specific win in the first special lottery, but is not possible to win a specific win in the second special lottery.
[0064] The specific symbols of the first special symbols are classified into two groups, specific symbol ZX and specific symbol ZY, at a predetermined ratio. In this embodiment, the specific symbol ZX corresponds to the first symbol, and the specific symbol ZY corresponds to the second symbol. Specifically, in this embodiment, of the 100 types of 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 hit based on a special symbol classified as specific symbol ZX is indicated as a "specific hit ZX," and a specific hit based on a special symbol classified as specific symbol ZY is indicated as a "specific hit ZY."
[0065] In this embodiment, when a specific win is won, after the special game in which the specific symbol is derived ends, the player is controlled to a specific game state without a winning game being generated. For example, when a special win ZX is won, after the special game in which the special symbol ZX is derived ends, the game is controlled to the second special game state. And, when the game is controlled to the second special game state after the special game in which the special symbol ZX is derived ends, the end condition of the special game state becomes the second condition pattern.
[0066] In addition, when the special win ZY is won, the first special game state is entered after the special game in which the special symbol ZY is derived is ended. When the first special game state is entered after the special game in which the special symbol ZY is derived is ended, the end condition of the special game state is the first condition pattern.
[0067] Here, a condition pattern that defines the end condition of a specific game state in this embodiment will be described. As shown in Fig. 3(c), in this embodiment, there are a plurality of types of condition patterns for the condition for ending the specific gaming state. Each condition pattern has a predetermined end condition for ending the specific gaming state.
[0068] For example, in the first condition pattern, a predetermined number of times (for example, 1324 times) is set as the number of times of operation when the number of times of end condition is satisfied. That is, when the end condition of the specific game state is the first condition pattern, the specific game state ends when the special game is executed the number of times of operation after being controlled to the specific game state. Also, in the first condition pattern, the special win ZA, special win ZB, and special win Za are set as the types of special wins when the special win end condition is satisfied, and one time is set as the upper limit number of times of winning for each special win. That is, when the end condition of the specific game state is the first condition pattern, the specific game state ends when any of the special symbols ZA, special symbols ZB, and special symbols Za is derived in the special game. On the other hand, when the end condition of the specific game state is the first condition pattern, the specific game state does not end when the special symbol ZC or special symbol Zb is derived in the special game. In other words, when the condition for terminating the specific game state is the first condition pattern, if any of the special win ZA, special win ZB, and special win Za is won once, the specific game state ends with the end of the special game of that special win, whereas the specific game state does not end as a result of winning the special win ZC or special win Zb.
[0069] In the second condition pattern, the number of times of operation for the number of times end condition to be satisfied is not determined. That is, when the end condition of the specific game state is the second condition pattern, the specific game state does not end when the number of times end condition is satisfied. In addition, in the second condition pattern, the types of special wins for which the special win end condition is satisfied are determined to be special win ZB, special win ZC, special win Za, and special win Zb, and the upper limit number of times each special win can be won is determined to be one. That is, when the end condition of the specific game state is the second condition pattern, the specific game state ends when any of the special symbols ZB, special symbols ZC, special symbols Za, and special symbols Zb is derived in the special game. On the other hand, when the end condition of the specific game state is the second condition pattern, the specific game state does not end when the special symbol ZA is derived in the special game. In other words, when the condition for terminating the specific game state is the second condition pattern, if any of the special win ZB, special win ZC, special win Za, and special win Zb is won once, the specific game state ends with the end of the special game of that special win, but the specific game state does not end as a result of winning the special win ZA.
[0070] In the third condition pattern, the number of times of operation for the number of times end condition to be satisfied is not determined. That is, when the end condition of the specific game state is the third condition pattern, the specific game state does not end when the number of times end condition is satisfied. In addition, in the third condition pattern, the special win ZC and the special win Za are determined as the types of special wins for which the special win end condition is satisfied, and the upper limit number of times each special win can be won is set to one. That is, when the end condition of the specific game state is the third condition pattern, the specific game state ends when either the special symbol ZC or the special symbol Za is derived in the special game. On the other hand, when the end condition of the specific game state is the third condition pattern, the specific game state does not end when either the special symbol ZA, the special symbol ZB, or the special symbol Zb is derived in the special game. In other words, when the condition for terminating the specific game state is the third condition pattern, if either the special win ZC or the special win Za is won once, the specific game state ends with the end of the special game of that special win, whereas the specific game state does not end as a result of winning the special win ZA, special win ZB, or special win Zb.
[0071] In this embodiment, even if the end condition of the specific game state is any of the first to third condition patterns, the specific game state ends when the big win end condition is satisfied. Similarly, in this embodiment, even if the end condition of the specific game state is any of the first to third condition patterns, the specific game state ends when the initialization end condition is satisfied.
[0072] In the pachinko game machine 10 of this embodiment, when it is controlled to the first specific game state, the end condition of the specific game state is the first condition pattern, while when it is controlled to the second specific game state, the end condition of the specific game state is either the second condition pattern or the third condition pattern. In this embodiment, the non-specific game state corresponds to the second state. Also, in this embodiment, the first specific game state corresponds to the third state. And, in this embodiment, the second specific game state corresponds to the first state.
[0073] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the performance display device 12 is capable of executing a performance pattern change game in which performance patterns are variably displayed in multiple rows and a final combination of performance patterns is derived. In the following explanation, the performance pattern change game is abbreviated to "performance game." Performance patterns are patterns (decorative patterns) decorated with characters, patterns, etc., and are intended to diversify the display performance. In this embodiment, the performance game is performed by variably displaying (scrolling) the first, second, and third pattern rows in a predetermined direction, respectively.
[0074] The effect game is started with the start of the special game and is ended with the end of the special game. Specifically, in the effect game, the effect symbols are temporarily displayed in a stopped state in each of the first to third symbol rows (hereinafter, referred to as a "temporary stop display"), and then the effect symbols temporarily displayed in each symbol row are displayed as a fixed stop display, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols according to the special symbols derived in the special game is derived. Specifically, when a special symbol (special winning result) is derived in the special game, a symbol combination of a special win by the effect symbols is derived in the effect game. Furthermore, when a specific symbol (specific winning result) is derived in the special game, a symbol combination of a specific win 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 "variable 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, depending on the results of the processes. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that a control signal can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes a predetermined process based on the control signal input from the main control board 40.
[0076] The main control board 40 will now be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 41a) and a storage unit (memory). The main control CPU 41a executes various processes by executing a program for main control. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 41b) from which information can be read but to which information cannot be written, and a RAM area (hereinafter referred to as the main control RAM 41c) from which information can be read and written.
[0077] The main control ROM 41b stores judgment values and tables used for various judgments and lotteries. In this embodiment, the main control ROM 41b corresponds to a storage means for storing various information. The main control ROM 41b stores a plurality of types of fluctuation patterns. The fluctuation pattern is fluctuation information capable of identifying the content of the fluctuation game. In particular, in this embodiment, the fluctuation pattern is information capable of identifying the fluctuation time from the start to the end of the special game. The fluctuation pattern may be information capable of identifying the content of the performance performed during the execution of the special game. In addition, the main control ROM 41b stores a plurality of types of fluctuation determination information. The fluctuation determination information is information that defines the determination mode of the fluctuation pattern. In particular, in this embodiment, the fluctuation determination information is a set of judgment values used in the fluctuation pattern determination lottery. The fluctuation determination information may be an allocation table used in the fluctuation pattern determination lottery.
[0078] The main control RAM 41c stores various information that is rewritten depending on 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 capable of generating software random numbers through random number generation processing by the main control CPU 41a. The main control CPU 41a, the main control ROM 41b, and the main control RAM 41c are not limited to being configured on a single chip as the microprocessor 41, and may be configured separately from each other.
[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 passing sensor SE5, and the gate sensor SE6. The main control CPU 41a is configured to be able to input detection signals output when each sensor detects a gaming ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to be able to control the display contents of the information display device 13.
[0080] The main control CPU41a is connected to the first solenoid SL1, the second solenoid SL2, the third solenoid SL3, and the fourth solenoid SL4. The main control CPU41a is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU41a is configured to be able to control the operation of the first special opening / closing piece 19 by controlling the second solenoid SL2. The main control CPU41a is configured to be able to control the operation of the second special opening / closing piece 21 by controlling the third solenoid SL3. The main control CPU41a is configured to be able to control the operation of the distribution shutter 28 by controlling the fourth solenoid SL4.
[0081] The pachinko gaming machine 10 of this embodiment is provided with a backup power source (not shown) capable of supplying power to the main control board 40 after the power supply of the pachinko gaming machine 10 is cut off. The backup power source is, for example, a capacitor or a secondary battery. The main control board 40 is supplied with power from the pachinko gaming machine 10 when the power supply is being supplied to the pachinko gaming machine 10, while after the power supply of the pachinko gaming machine 10 is cut off, the main control board 40 is supplied with power from the backup power source, thereby enabling the storage and retention (backup) of various information stored in the main control RAM 41c. For example, the information that the main control RAM 41c can store and retain includes information that can identify the result of a special lottery. That is, the main control RAM 41c is configured to store and retain the result of a 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 retain includes information that can identify the current game state. In other words, the main control RAM 41c is configured to be able to store and retain the game state at the time when the power supply from outside the machine is cut off, even if the power supply from outside the machine is cut off.
[0082] The pachinko gaming machine 10 of this embodiment is also provided with a RAM clear switch CS that can be operated to erase the contents stored in 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 that is 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 is operated when the pachinko gaming machine 10 is powered on, 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 executes a program for sub-control to perform various processes related to the performance. The sub-control ROM 50b stores the sub-control program and a judgment value used for a predetermined lottery. The sub-control ROM 50b stores display performance data used for display performance, light-emitting performance data used for light-emitting performance, audio performance data used for audio performance, and movable body performance data used for movable body performance.
[0084] The sub-control RAM 50c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 50c is a flag, a counter, a timer, etc. In this embodiment, the sub-control board 50 is also configured to be capable of generating software random numbers by a random number generation process performed by the sub-control CPU 50a. The sub-control board 50 may also be equipped with a random number generation circuit and be capable of generating hardware random numbers.
[0085] The sub-control CPU 50a is connected to the performance display device 12. The sub-control CPU 50a is configured to be able to control the display contents of the performance display device 12. The sub-control CPU 50a is connected to a decorative lamp LA. The sub-control CPU 50a is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control CPU 50a is connected to a speaker SP. The sub-control CPU 50a is configured to be able to control the output mode of the speaker SP. In this way, in this embodiment, the sub-control CPU 50a functions as a performance control means that controls the performance execution means.
[0086] Next, various processes performed by the main control CPU 41a will be described. First, the control when the power is turned on in the pachinko gaming machine 10 of this embodiment will be described. In the power-on process, the main control CPU 41a determines whether or not the RAM clear switch CS has been operated to the ON state, based on whether or not an operation signal has been 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 RAM clear processing of the main control RAM 41c. In the RAM clear processing of the main control RAM 41c, the main control CPU 41a initializes (deletes) the stored contents of the main control RAM 41c. In addition, the main control CPU 41a outputs a RAM clear command to the sub-control board 50 in conjunction with the execution of the RAM clear processing of the main control RAM 41c. Next, the main control CPU 41a controls the special game to a state in which it can be executed. After that, the main control CPU 41a ends the RAM clear processing of the main control RAM 41c and ends the power-on processing.
[0088] On the other hand, when the RAM clear switch CS is not turned on, the main control CPU 41a checks whether or not there is a backup abnormality, that is, whether or not there is an abnormality in the contents stored in 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 turned on.
[0089] On the other hand, if the backup abnormality is not detected, the main control CPU41a performs main control return processing. The main control CPU41a outputs a return command to the sub-control board 50 with the start of the main control return processing. Next, the main control CPU41a controls the special game to be executable based on various information stored (backed up) in the main control RAM 41c. For example, when information that can identify that a special game is being executed is stored in the main control RAM 41c, the main control CPU41a controls the special game being executed to be resumed based on the information. Furthermore, the main control CPU41a outputs a return information command that can identify at least a part of the memory contents of the main control RAM 41c to the sub-control board 50. The return information command is a command that can identify, for example, whether or not a special game is being executed, whether or not a winning game is being played, the current game state, a condition pattern set as an end condition of a specific game state, and the like. After that, the main control CPU41a ends the main control return processing and ends the power-on processing.
[0090] Next, the special symbol input process will be described. In the special symbol input process, the main control CPU41a judges whether the game ball has entered the first start winning port 14 based on whether a detection signal has been input from the first start winning sensor SE1. When the game ball has entered the first start winning port 14, the main control CPU41a judges whether the first special reserved number stored in the main control RAM41c is less than the upper limit number (4 in this embodiment). When the first special reserved number is less than the upper limit number, the main control CPU41a adds 1 to the first special reserved number to update it. Then, the main control CPU41a controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. In this way, the reservation condition of the first special game is established when the game ball is detected by the first start winning sensor SE1 when the first special reserved number is less than the upper limit number. At this time, the main control CPU 41a generates information capable of identifying the updated first special reserved number (hereinafter referred to as the first reserved number command) and sets it in the output buffer. In this embodiment, the information (control command) set in the output buffer is output to the sub-control board 50 in a predetermined output process.
[0091] Next, the main control CPU 41a acquires random numbers generated in the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 41c. For example, the random numbers are special winning random numbers used in a special lottery, special symbol random numbers used in a lottery to determine special symbols, and variation pattern random numbers used to determine a variation pattern. The main control CPU 41a stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. The pachinko game machine 10 of this embodiment can suspend the execution of the first special game until the start condition of the first special game is satisfied by storing the random number information used in the first special game in the main control RAM 41c.
[0092] When the random number information for the first special game is stored in the main control RAM 41c, if the game ball has not entered the first start winning port 14 and if the number of first special reserved balls is not less than the upper limit number, the main control CPU 41a judges whether the game ball has entered the second start winning port 15 based on whether a detection signal has been input from the second start winning sensor SE2. If the game ball has entered the second start winning port 15, the main control CPU 41a judges whether the number of second special reserved balls stored in the main control RAM 41c is less than the upper limit number (2 in this embodiment). If the number of second special reserved balls is less than the upper limit number, the main control CPU 41a adds 1 to the second special reserved number to update it. At this time, the main control CPU 41a controls the second special reserved display unit 13d to display information that can identify the updated second special reserved number. In this way, the reservation condition of the second special game is established when the second special reservation number is less than the upper limit number and the game ball is detected by the second start winning sensor SE2. Also, at this time, the main control CPU41a generates information capable of identifying the updated second special reservation number (hereinafter, referred to as the second reservation number command) and sets it in the output buffer.
[0093] Next, the main control CPU 41a acquires random numbers generated within the main control board 40, and stores random number information based on the acquired random numbers in the main control RAM 41c. The main control CPU 41a stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the storage order of the random number information. By storing the random number information used for the second special game in the main control RAM 41c, the pachinko gaming machine 10 of this embodiment can suspend the execution of the second special game until the execution condition of the second special game is met.
[0094] Next, the special symbol start process will be described. In the special symbol start process, the main control CPU41a judges whether the execution condition of the special game is established. The main control CPU41a judges positively when the game is not winning and the special game is not being executed, whereas it judges negatively when the game is winning or the special game is being executed. When the execution condition of the special game is not established, the main control CPU41a ends the special symbol start process. When the execution condition of the special game is established, the main control CPU41a judges whether the second special reserved number stored in the main control RAM41c is "1" or more. When the second special reserved number is "1" or more, the main control CPU41a executes the process of executing the second special game. On the other hand, when the second special reserved number is not "1" or more, the main control CPU41a judges whether the first special reserved number stored in the main control RAM41c is "1" or more. When the first special reserved number is "1" or more, the main control CPU41a executes the process of executing the first special game.
[0095] On the other hand, if the first special reserved number is not "1" or more, the main control CPU41a judges whether or not an output flag is set in a predetermined storage area in the main control RAM41c. The output flag is information that can identify that a standby state command that can identify that the standby state has been output. The standby state is a state when a special game is not being executed, a winning game has not occurred, and a special game is not reserved. If the output flag is not set, the main control CPU41a generates a standby state command and outputs it to the sub-control board 50, and sets an output flag in the main control RAM41c. After that, the main control CPU41a ends the special symbol start process. On the other hand, if the output flag is set, the main control CPU41a ends the special symbol start process without generating a new standby state command.
[0096] When the main control CPU41a executes a process for executing a special game, it first updates the special reserved number stored in the main control RAM41c by subtracting "1". Specifically, when the main control CPU41a executes a first special game, it updates the first special reserved number by subtracting "1" and controls the first special reserved display unit 13c so that the updated first special reserved number is displayed. At this time, the main control CPU41a generates a first reserved number command indicating the updated first special reserved number and sets it in the output buffer. Similarly, when the main control CPU41a executes a second special game, it updates the second special reserved number by subtracting "1" and controls the second special reserved display unit 13d so that the updated second special reserved number is displayed. At this time, the main control CPU41a generates a second reserved number command indicating the updated second special reserved number and sets it in the output buffer.
[0097] Next, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the special game. The main control CPU41a then performs a special lottery using the special winning random number specified from the acquired random number information. Specifically, when the main control CPU41a executes a first special game, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the first special game, and performs a first special lottery using the special winning random number specified from the acquired random number information. Similarly, when the main control CPU41a executes a second special game, the main control CPU41a acquires the first stored random number information from the main control RAM41c among the random number information for the second special game, and performs a second special 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 the special win will be won by determining whether or not the value of the special win random number matches a special win determination value stored in the main control ROM 41b.
[0099] At this time, the main control CPU41a judges whether or not the special win is won using a special win judgment value that is different between the first special lottery and the second special lottery. Therefore, in this embodiment, the probability of winning a special win in the first special lottery is different from the probability of winning a special win in the second special lottery. Specifically, in this embodiment, the special win judgment value is allocated so that the special win is won with a higher probability in the second special lottery than in the first special lottery. Therefore, in this embodiment, the second specific game state in which it is easier to enter a game ball into the second start winning hole 15 and thus easier to execute the second special lottery than 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 win random number matches the special win judgment value, the main control CPU 41a performs special win variation processing. In the special win variation processing, the main control CPU 41a determines a special symbol from among the special symbols classified as special symbols by performing a special symbol determination lottery based on the value of the special symbol random number specified from the acquired random number information. The determined special symbol becomes the determined stop symbol derived in the special game.
[0101] On the other hand, if the value of the special win random number does not match the special win determination value, the main control CPU 41a determines whether or not a special win has been won by determining whether or not the value of the special win random number matches the special win determination value stored in the main control ROM 41b.
[0102] At this time, the main control CPU 41a judges whether or not a specific win is won using a specific win judgment value that differs according to the current game state. Therefore, in this 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, in a non-specific game state, the specific win judgment value may be allocated so that a specific win is won with a higher probability than in a specific game state. Specifically, in this embodiment, the specific win judgment value is allocated so that a specific win can be won in a non-specific game state, while a specific win cannot be won in a specific game state. That is, in this embodiment, the result of the special lottery may be a specific win in a non-specific game state, while the result of the special lottery does not become a specific win in a specific game state. For this reason, the non-specific gaming state can be said to be a more advantageous state for the player than the first specific gaming state, from the viewpoint that it is easier to transition to the second specific gaming state, which is more advantageous than the non-specific gaming state and the first specific gaming state, compared to the first specific gaming state in which the result of the special lottery does not result in a specific win.
[0103] In addition, the main control CPU41a judges whether or not a special prize is won by using different special prize judgment values in the first special lottery and the second special lottery. Therefore, in this embodiment, the probability of winning a special prize in the first special lottery is different from the probability of winning a special prize in the second special lottery. For example, the special prize judgment value may be allocated so that the special prize is won at a higher probability in the first special lottery than in the second special lottery. Specifically, in this embodiment, the special prize judgment value is allocated so that the special prize can be won in the first special lottery, but the special prize cannot be won in the second special lottery.
[0104] In this embodiment, when the first special lottery is performed during a non-specific game state, the specific win determination value is allocated so that the specific win is always won when the value of the special win random number does not match the special win determination value. That is, in this embodiment, in a non-specific game state, the result of the first special lottery is 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 performed during a non-specific game state is higher than the probability of winning a special win when the first special lottery is performed during a non-specific game state. In particular, in this embodiment, the probability of winning a specific win when the first special lottery is performed during a non-specific game state is extremely higher than the probability of winning a special win when the first special lottery is performed during a non-specific game state, and more specifically, it is 100 times or more higher than the probability of winning a special win when the first special lottery is performed during a non-specific game state.
[0105] As described above, in this embodiment, of the 100 types of first special symbols classified as specific symbols, 20 types of special symbols are classified as specific symbols ZX, and 80 types of special symbols are classified as specific symbols ZY. Therefore, in this embodiment, when the first special lottery is held during a non-specific game state, the probability that the result of the special lottery will be the specific winning ZY is higher than the probability that the result of the special lottery will be the specific winning ZX.
[0106] When the value of the special win random number matches the special win judgment value, the main control CPU 41a performs special win variation processing. In the special win variation processing, the main control CPU 41a determines a special symbol from among the special symbols classified as special symbols by performing a special symbol determination lottery based on the value of the special symbol random number determined from the acquired random number information. The determined special symbol becomes the determined stop symbol derived in the special game.
[0107] If the value of the special win random number does not match either the special win judgment value or the specific win judgment value, the main control CPU 41a performs a loss variation process. In the loss variation process, the main control CPU 41a determines a special symbol as a loss symbol. The determined special symbol becomes the fixed stop symbol derived in the special game.
[0108] Then, when the main control CPU41a 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 CPU41a determines a special symbol as the fixed stop symbol, it determines the variation pattern from the variation patterns for special wins. When the main control CPU41a determines a specific symbol as the fixed stop symbol, it determines the variation pattern from the variation patterns for specific wins. When the main control CPU41a determines a losing symbol as the fixed stop symbol, it determines the variation pattern from the variation patterns for losing.
[0109] Also, as shown in FIG. 5, the main control CPU41a determines the variation pattern by referring to the variation determination information according to the current game state in the variation pattern determination lottery. That is, the main control CPU41a determines the variation pattern based on the variation determination information that differs according to the current game state in the variation pattern determination lottery. For example, when the current game state is a non-specific game state, the main control CPU41a determines the variation pattern based on the first variation determination information. When the current game state is a first specific game state, the main control CPU41a determines the variation pattern based on the second variation determination information. Furthermore, when the current game state is a second specific game state, the main control CPU41a determines the variation pattern based on either the third variation determination information or the fourth determination information. Specifically, when the current game state is the second specific game state and the second condition pattern is set as the end condition of the specific game state, the main control CPU41a determines the variation pattern based on the third variation determination information. On the other hand, when the current game state is the second specific game state and the third condition pattern is set as the end condition of the specific game state, the main control CPU 41a determines the variation pattern based on the fourth variation determination information. Thus, in this embodiment, the non-specific game state, the first specific game state, and the second specific game state are states that refer to different variation determination information.
[0110] Then, when the main control CPU41a determines the variation pattern, it ends the special symbol start process. When the special symbol start process is completed, the main control CPU41a executes a special game by performing a process other than the special symbol start process. Specifically, the main control CPU41a controls the display content of the information display device 13 so as to start the variation of the first special symbol or the second special symbol. The main control CPU41a also sets information (hereinafter referred to as a special symbol designation command) that designates the special symbol determined in the special symbol start process in the output buffer. The main control CPU41a also sets information (hereinafter referred to as a variation pattern designation command) that designates a variation pattern and instructs the start of a performance game in the output buffer. The main control CPU41a also measures the variation time determined for the variation pattern determined in the special symbol start process. Then, the main control CPU41a controls the information display device 13 so that the special symbol determined in the special symbol start process is derived after the variation time determined for the variation pattern has elapsed. In addition, when the change time set for the change pattern determined in the special symbol start process has elapsed, the main control CPU41a sets information for deriving a combination of performance symbols (hereinafter, referred to as an all-symbol stop command) in the output buffer. With the above-mentioned control, the pachinko game machine 10 of this embodiment can execute a change game in which symbols are changed. In this embodiment, the main control CPU41a corresponds to a main control means that performs various controls including controls related to the change game.
[0111] Next, a special win process for generating a special win game performed by the main control CPU 41a will be described. After the special game of the special win is over, the main control CPU 41a performs special win processing. In the special win processing, the main control CPU 41a performs control according to the type of the special win won, thereby generating a special win game based on the special win won.
[0112] First, the main control CPU41a starts measuring the opening time, and generates information capable of identifying the start of the special winning game (hereinafter, referred to as a special winning game start command) and sets it in the output buffer. When the opening time has elapsed, the main control CPU41a controls the second solenoid SL2 so that the first large winning opening 18 is opened based on a predetermined opening pattern, and generates information capable of identifying that the first large winning opening 18 has been opened (hereinafter, referred to as an opening start command) and sets it in the output buffer. After that, when the ball entry condition or the time lapse condition is established, the main control CPU41a controls the second solenoid SL2 so that the first large winning opening 18 is closed, and generates information capable of identifying that the first large winning opening 18 has been closed (hereinafter, referred to as an opening end command) and sets it in the output buffer. After that, the main control CPU41a starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU41a generates information capable of specifying the end of the special win game (hereinafter, referred to as a special win game end command) and sets it in the output buffer. After that, the main control CPU41a ends the special win process.
[0113] In addition, the main control CPU41a controls the fourth solenoid SL4 in the special winning process so as to operate the distribution shutter 28 based on a predetermined operation pattern during the special winning game. Then, when the operation of the distribution shutter 28 based on the predetermined operation pattern has not ended at the end of the special winning game, the main control CPU41a controls the fourth solenoid SL4 so as to end the operation of the distribution shutter 28 with the end of the special winning game.
[0114] Next, the big win process for generating the big win game performed by the main control CPU 41a will be described. In this embodiment, the main control CPU 41a executes the big win process, thereby realizing a special game control means for controlling the generation of the special game.
[0115] When a game ball is detected by the specific passing sensor SE5 during a special winning game, the main control CPU 41a performs a jackpot process after the special winning game ends. In the jackpot process, the main control CPU 41a performs control according to the type of special winning that triggered the jackpot game, thereby generating a jackpot game based on the special winning that was won. That is, in this embodiment, when the result of the special lottery is a special winning, a jackpot game based on the special winning can be generated thereafter.
[0116] In the jackpot process, the main control CPU41a starts measuring the opening time, and generates information capable of identifying the start of the jackpot game (hereinafter, referred to as a jackpot game start command) and sets it in the output buffer. When the opening time has elapsed, the main control CPU41a performs a process for executing a round game. Specifically, the main control CPU41a controls the third solenoid SL3 so that the second large prize winning hole 20 is opened based on a predetermined opening pattern, and starts the round game. Then, after starting the round game, when the first round end condition or the second round end condition is established, the main control CPU41a controls the third solenoid SL3 so that the second large prize winning hole 20 is closed, and ends the round game. The main control CPU41a repeats such a process for executing the round game until the upper limit number of round games is ended. In addition, the main control CPU41a generates information capable of identifying the start of the round game (hereinafter, referred to as a round start command) and sets it in the output buffer every time the round game is started. Furthermore, the main control CPU 41a generates information capable of identifying the end of a round of game (hereinafter, referred to as a round end command) every time a round of game ends, and sets the information in an output buffer.
[0117] When the final round of play ends, the main control CPU41a starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU41a generates information that can specify the end of the big win game (hereinafter, the big win game end command) and sets it in the output buffer. After that, the main control CPU41a ends the big win process.
[0118] Next, the processing related to the game state performed by the main control CPU 41a will be described. The main control CPU41a can control the game state by setting a predetermined value to the operation flag stored in the main control RAM41c. Specifically, the main control CPU41a controls the game state to a non-specific game state by setting the operation flag to a value that can specify a non-specific game state. The main control CPU41a controls the game state to a first specific game state by setting the operation flag to a value that can specify a first specific game state. The main control CPU41a controls the game state to a second specific game state by setting the operation flag to a value that can specify a second specific game state.
[0119] The main control CPU41a can set a specific value to the condition pattern flag stored in the main control RAM41c to set the end condition of the specific game state. Specifically, the main control CPU41a sets a value that can identify the first condition pattern to the condition pattern flag to set the first condition pattern as the condition pattern of the end condition of the specific game state. The main control CPU41a sets a value that can identify the second condition pattern to the condition pattern flag to set the second condition pattern as the condition pattern of the end condition of the specific game state. The main control CPU41a sets a value that can identify the third condition pattern to the condition pattern flag to set the third condition pattern as the condition pattern of the end condition of the specific game state. When the main control CPU41a updates the values of the operation flag and the condition pattern flag, it generates a game state command that can identify the current game state and sets it in the output buffer.
[0120] When the specific game state is controlled, the main control CPU 41a sets the activation flag to a value that can specify a non-specific game state and erases the value of the condition pattern flag when a specific special symbol is drawn in the special game. This enables the main control CPU 41a to control the end of the specific game state when the special winning end condition is met.
[0121] Specifically, when the first condition pattern is set as the end condition of the specific game state, the main control CPU41a sets the activation flag to a value that can specify a non-specific game state when any of the special symbols ZA, ZB, and Za are derived, and erases the value of the condition pattern flag. On the other hand, when the first condition pattern is set as the end condition of the specific game state, the main control CPU41a does not update the values of the activation flag and the condition pattern flag when any of the special symbols ZC and Zb are derived. That is, when the first condition pattern is set as the end condition of the specific game state, the main control CPU41a ends the specific game state when any of the special symbols ZA, ZB, and Za are won, but does not end the specific game state when any of the special symbols ZC and Zb are won.
[0122] When the second condition pattern is set as the end condition of the specific game state, the main control CPU41a sets the activation flag to a value that can specify a non-specific game state when any of the special symbols ZB, ZC, Za, and Zb is derived, and erases the value of the condition pattern flag. On the other hand, when the second condition pattern is set as the end condition of the specific game state, the main control CPU41a does not update the values of the activation 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 the specific game state, the main control CPU41a ends the specific game state when any of the special symbols ZB, ZC, Za, and Zb is won, but does not end the specific game state when the special symbol ZA is won.
[0123] When the third condition pattern is set as the end condition of the specific game state, the main control CPU41a sets the activation flag to a value that can specify a non-specific game state when any of the special symbols ZC and Za are drawn, and erases the value of the condition pattern flag. On the other hand, when the third condition pattern is set as the end condition of the specific game state, the main control CPU41a does not update the values of the activation flag and the condition pattern flag when any of the special symbols ZA, ZB, and Zb are drawn. That is, when the third condition pattern is set as the end condition of the specific game state, the main control CPU41a ends the specific game state when any of the special symbols ZC and Za are drawn, but does not end the specific game state when any of the special symbols ZA, ZB, and Zb are drawn.
[0124] In addition, when starting a big win game, the main control CPU 41a sets a value that can specify a non-specific game state to the operation flag and erases the value of the condition pattern flag. This allows the main control CPU 41a to control the end of a specific game state when the big win end condition is met.
[0125] In addition, when the main control CPU 41a ends the jackpot game, the main control CPU 41a updates the values of the operation flag and the condition pattern flag according to the game state at the time of the jackpot and the type of the jackpot game. As a result, the main control CPU 41a can control the game to a specific game state when the jackpot control condition is met.
[0126] Specifically, when the main control CPU41a ends the jackpot game ZA and the game state at the time of the jackpot is a non-specific game state, the main control CPU41a sets the activation flag to a value that can specify the second specific game state and sets the condition pattern flag to a value that can specify the third condition pattern. When the main control CPU41a ends the jackpot game ZA and the game state at the time of the jackpot is a specific game state, the main control CPU41a sets the activation flag to a value that can specify the second specific game state and sets the condition pattern flag to a value that can specify the second condition pattern.
[0127] When the main control CPU41a ends the jackpot game ZB and the game state at the time of the jackpot is a non-specific game state, the main control CPU41a sets the operation flag to a value that can specify the second specific game state and sets the condition pattern flag to a value that can specify the second condition pattern. When the main control CPU41a ends the jackpot game ZB and the game state at the time of the jackpot is a specific game state, the main control CPU41a sets the operation flag to a value that can specify the second specific game state and sets the condition pattern flag to a value that can specify the third condition pattern.
[0128] When the main control CPU41a ends the jackpot game ZC and the game state at the time of the jackpot is a non-specific game state, the main control CPU41a does not update the values of the operation flag and the condition pattern flag. That is, when the main control CPU41a ends the jackpot game ZC and the game state at the time of the jackpot is a non-specific game state, the main control CPU41a continues to control the game to a non-specific game state even after the jackpot game ends. When the main control CPU41a ends the jackpot game ZC and the game state at the time of the jackpot is a specific game state, the main control CPU41a sets the operation flag to a value that can specify the first specific game state and sets the condition pattern flag to a value that can specify the first condition pattern.
[0129] When terminating a jackpot game Za, the main control CPU 41a sets the operation flag to a value capable of identifying a second specific game state, regardless of whether the game state at the time of the jackpot was a non-specific game state or a specific game state, and sets the condition pattern flag to a value capable of identifying a second condition pattern.
[0130] When the main control CPU 41a ends the jackpot game Zb, the values of the operation flag and the condition pattern flag are not updated regardless of whether the game state at the time of the jackpot was a non-specific game state or a specific game state. In other words, when the main control CPU 41a ends the jackpot game Zb, the main control CPU 41a continues to control the game state to the non-specific game state even after the jackpot game ends, regardless of the game state at the time of the jackpot.
[0131] In addition, when a special win is won, the main control CPU 41a updates the values of the operation flag and the condition pattern flag according to the type of the special win. As a result, the main control CPU 41a can control to a special game state when the special win control condition is met.
[0132] Specifically, the main control CPU41a, upon winning the special win ZX, sets the activation flag to a value that can specify the second special game state, and sets the condition pattern flag to a value that can specify the second condition pattern. The main control CPU41a, upon winning the special win ZY, sets the activation flag to a value that can specify the first special game state, and sets the condition pattern flag to a value that can specify the first condition pattern.
[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 ZY is higher than the probability that the result of the first special lottery during the non-specific game state is a specific win ZX. Furthermore, 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 transitioning to the first specific game state after the end of the non-specific game state is higher than the probability of transitioning to the second specific game state after the end of the non-specific game state.
[0134] In addition, the main control CPU 41a sets the activation flag to a value that can specify a non-specific gaming state and erases the value of the condition pattern flag when a special game is executed a predetermined number of times after being controlled to the specific gaming state. This enables the main control CPU 41a to control the end of the specific gaming state when the number end condition is met.
[0135] Specifically, when the first condition pattern is set as the end condition of the specific game state, the main control CPU41a counts the number of special games executed since the specific game state was controlled to the specific game state by updating the value of a predetermined counter in the main control RAM41c every time a special game is executed during the specific game state. When the first condition pattern is set as the end condition of the specific game state, the main control CPU41a sets a value that can specify a non-specific game state to the activation flag and erases the value of the condition pattern flag when the number of special games executed since the specific game state was controlled to reach the activation count. That is, when the first condition pattern is set as the end condition of the specific game state, the main control CPU41a can control the specific game state to end when the count end condition is met.
[0136] On the other hand, when the second or third condition pattern is set as the end condition of the specific gaming state, the main control CPU41a does not update the values of the operation flag and the condition pattern flag when a certain number of special games have been played since the specific gaming state was entered. In other words, when the second or third condition pattern is set as the end condition of the specific gaming state, the main control CPU41a does not end the specific gaming state when the establishment of the number end condition is met.
[0137] In addition, in the RAM clear process, the main control CPU41a sets the activation flag to a value that can specify a non-specific game state, and erases the value of the condition pattern flag. In other words, the main control CPU41a initializes the game state information in the RAM clear process. This allows the main control CPU41a to control the end of a specific game state when the initialization end condition is met.
[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 CPU41a receives a detection signal from the gate sensor SE6 and the normal reserved number is less than the upper limit number, the main control CPU41a adds 1 to the normal reserved number stored in the main control RAM41c to update it, and controls the normal reserved display unit 13f to display the updated normal reserved number. After that, the main control CPU41a acquires a random number generated in the main control board 40, and stores random number information based on the acquired random number in the main control RAM41c. In this case, the main control CPU41a stores the random number information for the normal game and the storage order of the random number information so that it can be specified. For example, the random number is a normal winning random number used for normal winning judgment (normal lottery). After that, the main control CPU41a ends the normal symbol input process.
[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 normal winning game is not being played and the normal game is not being executed, and the normal reserved number stored in the main control RAM 41c is 1 or more, the main control CPU 41a subtracts 1 from the normal reserved number stored in the main control RAM 41c to update it. Also, at this time, the main control CPU 41a controls the normal reserved display unit 13f so that the updated normal reserved number is displayed. Next, the main control CPU 41a reads out the random number information stored first among the random number information for the normal game from the main control RAM 41c, and performs a normal lottery based on the read random number information. Specifically, the main control CPU 41a performs a normal lottery by determining whether the value of the normal winning random number matches the normal winning judgment value stored in the main control ROM 41b. At this time, the main control CPU 41a performs a normal lottery using a normal winning judgment value that differs depending on the current game state. For example, in this embodiment, the normal win determination value is assigned to each game state so that when a non-specific game state is in effect, a normal win will not be won regardless of the value of the normal win random number, whereas when a specific game state is in effect, a normal win will be won regardless of the value of the normal win random number.
[0140] Next, the main control CPU41a determines the normal symbol to be derived in the normal game and the fluctuation time of the normal game. After that, the main control CPU41a ends the normal symbol start process. At this time, the main control CPU41a may determine a shorter time as the fluctuation time of the normal game in the specific game state compared to the non-specific game state (or may easily determine a shorter time as the fluctuation time of the normal game).
[0141] Then, the main control CPU41a executes a normal game by performing a process other than the normal symbol start process. Specifically, the main control CPU41a starts the normal game and controls the information display device 13 so that the normal symbol determined in the normal symbol start process is output when the variable time determined in the normal symbol start process has elapsed.
[0142] Next, the normal win process performed by the main control CPU41a will be described. When the normal game of the normal win ends, the main control CPU41a executes the normal win process. In the normal win process, the main control CPU41a controls the first solenoid SL1 to operate the normal movable piece 16 to the second operating state in an operating mode determined for the normal symbol (type of normal win), thereby generating a normal win game.
[0143] Through such normal pattern input processing, normal pattern start processing, and normal winning processing, the main control CPU 41a operates the normal movable piece 16 so that, when in a specific game state, it becomes easier for the game ball to enter the second start winning hole 15 compared to when 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] In addition, when the main control CPU41a receives a detection signal indicating that a game ball has been detected from the first count sensor SE3, it generates a first large prize command indicating that the game ball has entered the first large prize opening 18 and sets it in the output buffer. When the main control CPU41a receives a detection signal indicating that a game ball has been detected from the second count sensor SE4, it generates a second large prize command indicating that the game ball has entered the second large prize opening 20 and sets it in the output buffer. When the main control CPU41a receives a detection signal indicating that a game ball has been detected from the specific passage sensor SE5, it generates a specific passage command indicating that the game ball that entered the first large prize opening 18 has passed through a specific area in the first passage 26a and sets it in the output buffer. When the main control CPU41a receives a detection signal indicating that a game ball has been detected from the gate sensor SE6, it generates a gate passage command indicating that the game ball has passed through the gate 23 and sets it in the output buffer.
[0147] Next, various processes performed by the sub-control CPU 50a will be described. When a control signal is input from the main control CPU 41a, the sub-control CPU 50a executes various processes in response to the control signal.
[0148] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU 50a inputs a special symbol designation command and a variable pattern designation command, it controls the effect display device 12 to execute an effect game corresponding to the special game by starting the variable display of the effect symbols. Specifically, when the sub-control CPU 50a inputs a special symbol designation command, it determines a combination of effect symbols to be derived in the effect game based on the type of special symbol designated by the input special symbol designation command.
[0149] Specifically, when a special symbol classified as a special symbol is specified, the sub-control CPU 50a determines a symbol combination for a special win based on the performance symbol. When a special symbol classified as a specific symbol is specified, the sub-control CPU 50a determines a symbol combination for a specific win based on the performance symbol. When a special symbol classified as a losing symbol is specified, the sub-control CPU 50a determines a symbol combination for a losing win based on the performance symbol.
[0150] Also, when the sub-control CPU 50a inputs a variation pattern designation command, it determines the effect to be executed during the execution of the effect game based on the variation pattern designated by the input variation pattern designation command. After that, the sub-control CPU 50a controls the effect display device 12 to start the variable display of the effect symbols of each symbol row. That is, the sub-control CPU 50a starts the effect game. Specifically, the sub-control CPU 50a controls the effect display device 12 to variably display three columns of effect symbols. Also, the sub-control CPU 50a controls the execution of various effects that have been determined to be executed. Next, when a predetermined timing arrives after starting the effect game, the sub-control CPU 50a temporarily stops and displays the effect symbols of each symbol row, and then, upon input of the all symbol stop command, causes the effect symbols of each symbol row to be fixed and stopped and displayed. In addition, the sub-control CPU 50a may display the performance symbols of each symbol row in a fixed stop state upon the lapse of a variable time set in the variable pattern, regardless of the all symbol stop command. In this case, the all symbol stop command may be omitted.
[0151] Thereafter, the sub-control CPU 50a controls the performance display device 12 to end the performance game by ending the fixed stop display of the performance symbol when the fixed stop time of the special symbol has elapsed.
[0152] Next, 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] By such control, the sub-control CPU 50a of this embodiment can specify the number of jackpot games that have occurred from when a jackpot game was generated until the game was subsequently controlled to the first specific game state. Also, by such control, the sub-control CPU 50a of this embodiment can specify the number of prize balls that have been acquired from when a jackpot game was generated until the game was subsequently controlled to the first specific game state. That is, in this embodiment, the specific period is the period from when a jackpot game was generated until the game was subsequently controlled to the first specific game state.
[0157] In this embodiment, the sub-control CPU 50a corresponds to a specific occurrence counting means for counting the specific occurrence count, which is the number of times a jackpot game has occurred within a specific period, and corresponds to a specific awarded ball counting means for counting the specific awarded ball count, which is the number of game balls acquired within a specific period. In this embodiment, the sub-control RAM 50c corresponds to a count storage means for storing the specific occurrence count, and corresponds to a ball number storage means for storing the specific awarded ball count.
[0158] First, the sub-control initial setting process executed by the sub-control CPU 50a in response to 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 specify a non-specific game state as an initial value in the sub-operation flag. Next, the sub-control CPU 50a controls various presentations to a state in which they can be executed based on the storage contents set in the sub-control initial setting process. After that, 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 this embodiment, the predetermined command is, for example, a variation pattern designation command, a special winning game start command, an opening start command, an opening end command, a special winning game end command, a big winning game start command, a round start command, a round end command, a big winning game end command, a standby state command, etc.
[0159] Next, the secondary control return processing executed by the secondary control CPU 50a upon input of a return command will be described. In the sub-control return process, the sub-control CPU 50a waits until a return information command is input. When the return information command is input, the sub-control CPU 50a sets values corresponding to the information specified from the return information command in various storage areas in the sub-control RAM 50c. For example, the sub-control CPU 50a sets a value capable of specifying the game state specified from the return information command to the sub-operation flag. Next, the sub-control CPU 50a controls various presentations to a state in which they can be executed based on the storage contents 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] The following describes the effects in the pachinko gaming machine 10 of this embodiment. First, the presentation mode in this embodiment will be described. The pachinko game machine 10 of this embodiment has a plurality of presentation modes that define various presentation aspects. The various presentation aspects include, for example, the types of presentations that can be executed, the execution probability of the presentations, and the types of images displayed in the presentations.
[0161] As shown in FIG. 5, the pachinko gaming machine 10 of this embodiment has four types of presentation modes: a chance zone, a normal mode, a special mode, and a blessing zone.
[0162] The chance zone is a presentation mode when the current game state is a non-specific game state. The normal mode is a presentation mode when the current game state is a first specific game state. That is, the normal mode is a presentation mode when the current game state is a first specific game state. The special mode is a presentation mode when the current game state is a second specific game state and a second condition pattern is set as the end condition of the specific game state. The blessing zone is a presentation mode when the current game state is a second specific game state and a third condition pattern is set as the end condition of the specific game state.
[0163] In this embodiment, the sub-control CPU 50a identifies the condition pattern of the end condition when the game is in the current game state and the 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 game to a presentation mode according to the identified content. That is, in this embodiment, the sub-control CPU 50a controls the game to one of a plurality of presentation modes according to the current game state. At this time, the sub-control CPU 50a stores a value indicating a predetermined presentation mode in the mode flag stored in the sub-control RAM 50c. Then, the sub-control CPU 50a controls the game to a predetermined presentation mode by executing various presentations based on the values stored in the mode flag.
[0164] In this embodiment, the sub-control CPU 50a does not control to any presentation mode during the special win game and the big win game. At this time, the sub-control CPU 50a may erase the value of the mode flag during the special win game and the big win game.
[0165] In addition, the pachinko gaming machine 10 of this embodiment can execute a launch notification effect that prompts the player to launch the gaming ball toward a specified gaming area. The launch notification effect of this embodiment includes a right-hit notification effect that encourages the launch of the game ball toward the right-side region R2a. In other words, the right-hit notification effect is a launch notification effect that encourages the player to hit the game ball to the right. In the right-hit notification effect of this embodiment, a right-hit notification image that encourages the player to hit the game ball to the right is displayed on the image display unit GH of the effect display device 12. The right-hit notification image is, for example, an image that imitates the character string "Aim right →".
[0166] As shown in Fig. 5, the right-hit notification effect of this embodiment can be executed during the second specific game state. On the other hand, the right-hit notification effect of this embodiment is not executed during the non-specific game state and the first specific game state. That is, in this embodiment, the effect display device 12 can execute the right-hit notification effect during the special mode or the blessing zone, but does not execute the right-hit notification effect during the chance zone or the normal mode. Note that the right-hit notification effect of this embodiment is also executed during the special win game and the big win game.
[0167] The launch notification effect of this embodiment also includes a left-hit notification effect that encourages the launch of the game ball toward the left-side region R1a. In other words, the left-hit notification effect is a launch notification effect that encourages the player to hit the game ball to the left. In the left-hit notification effect of this embodiment, a left-hit notification image that encourages the player to hit the game ball to the left is displayed on the image display unit GH of the effect display device 12. The left-hit notification image is, for example, an image that imitates the character string "← left hit".
[0168] The left hit notification effect of this embodiment can be executed during a non-specific game state and a first specific game state. On the other hand, the left hit notification effect of this embodiment is not executed during a second specific game state. That is, in this embodiment, the effect display device 12 can execute a left hit notification effect during a chance zone or a normal mode, but does not execute a left hit notification effect during a special mode or a blessing zone. Specifically, the left hit notification effect of this embodiment is executed for a predetermined time after the end of the corresponding game when it is controlled to a non-specific game state or a first specific game state after the end of the winning game. Also, the left hit notification effect of this embodiment is executed until the end of the second special game when the second special game is being executed, even if a predetermined time has passed since the end of the winning game.
[0169] Next, the transition of the game state and the presentation mode will be described together with the control of the main control CPU41a and the sub control CPU50a. In this description, the situation that does not occur or is difficult to occur when the game is normally played will not be considered. That is, in this description, the situation in which the game ball does not pass through the specific area in the special winning game when the special winning ZA to ZC, Za is won, and the situation in which the game ball passes through the specific area in the special winning game when the special winning Zb is won will not be considered. In addition, in this description, the situation in which the special winning Za, Zb is won in the non-specific game state and the first specific game state, which are game states in which left hitting is recommended, and the situation in which the special winning ZA to ZC is won in the second specific game state, which is a game state in which right hitting is recommended, will not be considered.
[0170] First, the transition manner of the game state and the presentation mode when the current game state is a non-specific game state will be described. As shown in Fig. 6, when the special win ZA is won during the non-specific game state and the game ball passes through the specific area in the special win game ZA, the main control CPU41a controls the game to the second specific game state after the big win game ZA ends, 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 chance zone and the game ball passes through the specific area in the special win game ZA, the sub-control CPU50a controls the game to the blessing zone after the big win game ZA ends.
[0171] When the special win ZB is won during the non-specific game state and the game ball passes through the specific area in the special win game ZB, the main control CPU41a controls the game to a second specific game state after the big win game ZB ends, and sets a second condition pattern as the end condition of the specific game state. Therefore, when the special win ZB is won during the chance zone and the game ball passes through the specific area in the special win game ZB, the sub-control CPU50a controls the game to a special mode after the big win game ZB ends.
[0172] When the special win ZC is won during a non-specific game state and the game ball passes through a specific area during the special win game ZC, the main control CPU 41a controls the game to a non-specific game state after the big win game ZC ends. Therefore, when the special win ZC is won during a chance zone and the game ball passes through a specific area during the special win game ZC, the sub-control CPU 50a controls the game to the chance zone even after the big win game ZC ends.
[0173] When the specific win ZX is won during the non-specific game state, the main control CPU41a controls the game to a second specific game state after the special game in which the specific symbol ZX is derived is ended, and sets a second condition pattern as the end condition of the specific game state. Therefore, when the specific win ZX is won during the chance zone, the sub-control CPU50a controls the game to a special mode after the special game in which the specific symbol ZX is derived is ended.
[0174] When the specific win ZY is won during the non-specific game state, the main control CPU41a controls the game to the first specific game state after the special game in which the specific symbol ZY is derived is ended, and sets the first condition pattern as the end condition of the specific game state. Therefore, when the specific win ZY is won during the chance zone, the sub-control CPU50a controls the game to the normal mode after the special game in which the specific symbol ZY is derived is ended.
[0175] Next, a description will be given of the transition of the game state and the presentation mode when the current game state is the first specific game state. When the main control CPU 41a is in the first specific game state, since the termination condition for the specific game state is the first condition pattern, the main control CPU 41a terminates the specific game state when a predetermined number of special games have been operated since control to the specific game state has been established.
[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 special win ZC is won during the first specific game state, the main control CPU41a continues the specific game state even during the special win game because the end condition of the specific game state is the first condition pattern. Therefore, when the special win ZC is won during the first specific game state and the game ball passes through the specific area in the special win game ZC, the game ball passes through the specific area during the specific game state. Therefore, in this case, the main control CPU41a 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. Therefore, when the special win ZC is won during the normal mode and the game ball passes through the specific area in the special win game ZC, the sub-control CPU50a controls to the normal mode even after the end of the big win game ZC.
[0179] In addition, when the first condition pattern is set as the end condition of the specific game state, when the special win ZC is won and the game ball passes through the specific area in the special win game ZC, the specific game state is ended once with the start of the big win game ZC as a trigger. Therefore, when the first condition pattern is set as the end condition of the specific game state, when the special win ZC is won and the game ball passes through the specific area in the special win 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. Therefore, in this case, the number end condition is established with the trigger of the special game being executed for the number of times of operation from the time when the specific game state is controlled again after the end of the big win game ZC. That is, in this embodiment, when a special hit ZC is won in the first specific game state, and control is exercised to the first specific game state after the end of the jackpot game ZC, control is exercised to the non-specific game state as a trigger that a special game has been executed the number of times since control was exercised to the first specific game state after the end of the jackpot game ZC.
[0180] Next, a description will be given of a transition manner of the game state and the presentation 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. When the special win Za is won in the second specific game state and the end condition of the specific game state is the second condition pattern, 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. Therefore, when the special win Za is won in the second specific game state and the end condition of the specific game state is the second condition pattern, 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 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. Therefore, when the special win Za is won during the special mode and the game ball passes through the specific area in the special win game Za, the sub-control CPU50a controls it to the special mode even after the end of the big win game Za.
[0181] When the special win Zb is won in the second specific game state and the end condition of the specific game state is the second condition pattern, the main control CPU41a ends the specific game state and controls to a non-specific game state when the special symbol Zb is derived in the special game. In the special win game Zb, the game ball does not pass through the specific area as a rule, so the big win game Zb does not occur and the game is controlled to a non-specific game state even after the special win game ends. Therefore, when the special win Zb is won during the special mode, the sub-control CPU50a controls to a chance zone after the special win game Zb ends.
[0182] Next, a description will be given of a transition manner of the game state and the presentation 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. When the special win Za is won in the second specific game state and the end condition of the specific game state is the third condition pattern, 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. Therefore, when the special win Za is won in the second specific game state and the end condition of the specific game state is the third condition pattern, 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 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. Therefore, when the special win Za is won during the celebration zone and the game ball passes through the specific area in the special win game Za, the sub-control CPU50a controls it to the special mode after the end of the big win game Za.
[0183] When the special win Zb is won in the second specific game state and the end condition of the specific game state is the third condition pattern, the main control CPU41a continues the specific game state even during the special win game. In the special win game Zb, the game ball does not pass through the specific area as a rule, so the big win game Zb does not occur and the specific game state is controlled even after the special win game ends. Therefore, when the special win Zb is won during the blessing zone, the sub-control CPU50a controls the special win game Zb to the blessing zone even after the special win game Zb ends.
[0184] In this embodiment, when the second specific game state is in the third condition pattern and the end condition of the specific game state is the third condition pattern, the game state does not move to another game state unless the big win game Za occurs in principle. In other words, in this embodiment, when the game state is controlled to the blessing zone, the game state does not move to another presentation mode unless the big win game Za occurs in principle. Therefore, in this embodiment, the blessing zone can be understood as a presentation mode in which the big win game Za is guaranteed to occur. That is, in this embodiment, the game state when the second specific game state is in the third condition pattern and the end condition of the specific game state is the third condition pattern is a game state that does not end unless the big win game Za occurs in principle, and can be understood as a game state in which the big win game Za is guaranteed to occur.
[0185] In addition, in this embodiment, when the RAM clear process is performed, the game state transitions to the non-specific game state regardless of whether the game state is the non-specific game state, the first specific game state, or the second specific game state. That is, in this embodiment, when the RAM clear process is performed, the game state transitions to the chance zone regardless of whether the game state is the chance zone, the normal mode, the special mode, or the blessing zone.
[0186] According to such a transition of game states, the pachinko game machine 10 of this embodiment can transition to a non-specific game state after the second specific game state ends. Also, the pachinko game machine 10 of this embodiment can transition to either the first specific game state or the second specific game state after the non-specific game state ends.
[0187] Next, the background effects that can be executed by the pachinko gaming machine 10 of this embodiment will be described together with the control by the sub-control CPU 50a. The background effect in this embodiment is an effect that is executed in a manner in which 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 that is executed by displaying a predetermined image. In this embodiment, the background images include a special win background image, a big win 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 a background effect in a manner according to the game situation by controlling the effect display device 12 to display any one of a 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 effects during a winning game will be described. The sub-control CPU 50a controls the effect display device 12 to display a special win background image during a special win game other than the special win game Zb. On the other hand, the sub-control CPU 50a controls the effect display device 12 to continue to display the background image when the special win Zb is won during the special win game Zb. Also, the sub-control CPU 50a controls the effect display device 12 to display a big win background image during a big win game.
[0189] Next, the control of the sub-control CPU 50a regarding the background effects when no winning game is being played 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 manner in which the normal background image is displayed during the normal mode.
[0190] The sub-control CPU 50a controls the effect display device 12 to display a special background image when the current game state is the second specific game state and the second condition pattern is set as the end condition of the specific game state. That is, in this embodiment, the background effect is executed in a manner in which the special background image is displayed during the special mode. On the other hand, the sub-control CPU 50a controls the effect display device 12 to display a blessing background image when the current game state is the second specific game state and the third condition pattern is set as the end condition of the specific game state. That is, in this embodiment, the background effect is executed in a manner in which the blessing background image is displayed during the blessing zone.
[0191] When the current game state is a non-specific game state, the sub-control CPU 50a controls the effect display device 12 to display either a chance background image or a normal background image. Specifically, when the game state transitions to a non-specific game state with the end of a specific game state, the sub-control CPU 50a controls the effect display device 12 to display a chance background image. That is, in this embodiment, when the game state transitions to a chance zone after the end of a special mode or a normal mode, the background effect is executed in a manner in which the chance background image is displayed. On the other hand, when a value that can identify a non-specific game state is set to the sub-operation flag in 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 game state is a non-specific game state. That is, in this embodiment, when the game state becomes a chance zone with the start of power supply to the pachinko game machine 10, the background effect is executed in a manner in which the normal background image is displayed.
[0192] In this manner, in the background presentation of this embodiment, different background images can be displayed in the non-specific game state, the first specific game state, and the second specific game state.
[0193] Furthermore, regardless of the above, the sub-control CPU 50a controls the effect display device 12 to display a result background image during execution of the result effect. Here, the result effects that can be executed by the pachinko gaming machine 10 of this embodiment will be described together with the control by the sub-control CPU 50a.
[0194] As shown in FIG. 7(a), the result presentation in this embodiment is a presentation executed in a manner of announcing the number of consecutive wins, which is the number of jackpot games that have occurred within a specific period, and the number of acquired prize balls, which is the number of prize balls acquired within the specific period. Specifically, in the result presentation, consecutive win number information indicating the number of consecutive wins and acquired prize ball number information indicating the number of acquired prize balls are displayed on the presentation display device 12. The consecutive win number information is, for example, an image imitating the character string "XX times." Also, the acquired prize ball number information is, for example, an image imitating the character string "YYYY balls."
[0195] 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 controls the result presentation to be executed when the special winning Zb is won and the special winning game Zb is started. Specifically, the sub-control CPU 50a controls the presentation display device 12 to display the result background image with the start of the special winning game Zb, and to display consecutive number of wins information and acquired prize ball number information. At this time, the sub-control CPU 50a displays consecutive number of wins information based on the value of the consecutive number of wins counter stored in the sub-control RAM 50c, and displays 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 this embodiment, the result presentation corresponds to a specific occurrence number presentation executed based on the consecutive number of wins stored in the sub-control RAM 50c, and corresponds to a specific given ball number presentation executed based on the acquired prize ball number stored in the sub-control RAM 50c.
[0196] After that, if 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 presentation with the end of the special winning game Zb. On the other hand, if 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 presentation even after the special winning game Zb ends. In this case, the sub-control CPU 50a controls to end the result presentation when the reserved second special game ends and a standby state command or a variation pattern designation command indicating the start of the first special game is input. In addition, if the reserved second special game includes a special game that will be a special winning, the sub-control CPU 50a controls to end the result presentation when the start of the special winning game is input.
[0197] By such control, the sub-control CPU 50a can control the execution of a result presentation during a non-specific game state. Next, a revenge chance presentation that can be executed by the pachinko gaming machine 10 of this embodiment will be described.
[0198] As shown in Figs. 7(b) to (f), the revenge chance presentation in this embodiment is a presentation that notifies whether a transition to a first specific game state or a transition to a second specific game state will occur. In this embodiment, the revenge chance presentation corresponds to a special presentation. The revenge chance presentation in this embodiment is executed in any presentation mode among a plurality of presentation modes including an end mode, a continuation mode, and a big success mode. The end mode is a presentation mode in which a transition to a first specific game state will occur. The continuation mode is a presentation mode in which a transition to a second specific game state will occur. The big success mode is a presentation mode in which a win in a special prize will occur.
[0199] Specifically, when the sub-control CPU 50a inputs a special symbol designation command and a variation pattern designation command indicating the start of the first special game during the non-specific game state, the sub-control CPU 50a determines which of the multiple types of presentation modes to execute the revenge chance presentation in accordance with 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 continuation 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 of the special symbols ZA to ZC, the sub-control CPU 50a determines the big 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 gaming state, any one of the special symbols ZA to ZC, the specific symbol ZX, and the specific symbol ZY is derived in the first special game.
[0200] Next, the sub-control CPU50a controls the effect display device 12 to execute the revenge chance effect in the determined effect mode. Specifically, the sub-control CPU50a controls the revenge chance effect so that effect start information indicating the start of the revenge chance effect is displayed first (FIG. 7(b)). The effect start information is, for example, an image imitating the character string "revenge chance". Next, the sub-control CPU50a controls the display so that first transition suggestion information suggesting a transition to a first specific game state and second transition suggestion information suggesting a transition to a second specific game state are displayed (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 CPU50a has determined the end mode as the presentation mode of the revenge chance presentation, it controls to display first transition notification information that notifies the transition to the first special 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...". After that, the sub-control CPU50a ends the revenge chance presentation with the end of the first special game.
[0202] Furthermore, when the sub-control CPU50a has determined the continuation mode as the presentation mode of the revenge chance presentation, it controls to display second transition notification information that notifies the player of a transition to a second specific game state (FIG. 7(e)). The second transition notification information is, for example, an image that resembles an arbitrary character A and the text string "RUSH CONTINUES!" After that, the sub-control CPU50a ends the revenge chance presentation with the end of the first special game.
[0203] Then, when the sub-control CPU50a determines the great success mode as the performance mode of the revenge chance performance, it controls to display special notification information notifying that a special win has been won (FIG. 7(f)). The special notification information is, for example, an image imitating the character string "Great success!". After that, the sub-control CPU50a ends the revenge chance performance with the end of the first special game.
[0204] By the above-mentioned control, the sub-control CPU 50a can control execution of the revenge chance presentation during execution of the first special game in the non-specific gaming state. Hereinafter, a specific example of the flow of a game 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 flow of the game when the specific win ZY is won 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 presentation mode is controlled to the special mode, and the presentation display device 12 is executing the background presentation by displaying the special background image and the right hit notification presentation.
[0206] Here, it is assumed that the special win Zb is won in the second special lottery (time t0). In this case, the main control CPU41a controls the game state to a non-specific game state in response to the special symbol Zb being derived in the special game, and controls to start the special win game Zb (time t1). At this time, the sub-control CPU50a also controls to start a result presentation in response to the start of the special win game Zb.
[0207] In this example, the second special game is reserved at the end of the special winning game Zb. In this case, the main control CPU41a controls to start the second special game after the special winning game Zb is finished (time t2). At this time, the sub-control CPU50a stores a value indicating the chance zone in the mode flag in the sub-control RAM50c, thereby shifting the presentation mode to the chance zone. In addition, since the sub-control CPU50a is controlled to a non-specific game state after the winning game is finished, it controls to execute the left hit notification presentation. At this time, since the second special game is reserved at the end of the special winning game Zb, the sub-control CPU50a controls to continue the result presentation even after the special winning game Zb is finished. In addition, if another second special game is reserved at the time the second special game is finished, the sub-control CPU50a controls to continue the left hit notification presentation and the result presentation even after the other second special game starts (time t3).
[0208] After that, the sub-control CPU50a ends the result presentation when all the reserved second special games are finished, and controls the background presentation to be executed in a manner that displays a chance background image (time t4). In this example, it is assumed that the first special game is reserved at the time of the end of the second special game, and the specific win ZY is won in the first special drawing corresponding to the first special game. In this case, the sub-control CPU50a controls the revenge chance presentation to be executed in a finish manner during the execution of the first special game.
[0209] Then, the main control CPU41a controls the gaming state to the first specific gaming state when the specific symbol ZY is derived in the first special game (time t5). At this time, the sub-control CPU50a executes a consecutive game number initialization process and an acquired prize ball number initialization process when the gaming state is controlled to the first specific gaming state. In other words, the value of the consecutive game number counter and the value of the acquired prize ball number counter are initialized when the gaming state is shifted from the non-specific gaming state to the first specific gaming state. The sub-control CPU50a also shifts the presentation mode to the normal mode by storing a value indicating the normal mode in the mode flag. Furthermore, the sub-control CPU50a controls the background presentation to be executed in a manner in which a normal background image is displayed.
[0210] With such control, in the pachinko gaming machine 10 of this 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. In the pachinko gaming machine 10 of this 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 gaming state, the machine is controlled to the first specific gaming state. That is, in the pachinko gaming machine 10 of this embodiment, when the revenge chance presentation is executed in the end mode during the chance zone, the machine is controlled to the normal mode after the revenge chance presentation ends.
[0211] Next, a specific example of the flow of the game when the specific winning ZX is won in the first special lottery during the chance zone will be described. As shown in Fig. 9, in this example, the first special game is started during the chance zone (times t10 to t14) in the same manner as in the example shown in Fig. 8. In this example, it is assumed that a specific win ZX is won in the first special lottery corresponding to the first special game. In this case, the sub-control CPU50a controls to execute a revenge chance presentation in a continuous mode during the execution of the first special game.
[0212] Then, the main control CPU41a controls the game state to the second specific game state when the specific symbol ZX is derived in the first special game, and sets the second condition pattern as the end condition of the specific game state (time t15). At this time, the sub-control CPU50a does not execute the consecutive game number initialization process and the acquired prize ball number initialization process. In other words, the value of the consecutive game number counter and the value of the acquired prize ball number counter are not initialized when the game state is shifted from the non-specific game state to the second specific game state. Therefore, in this example, the game state is controlled to the second specific game state while retaining the value of the consecutive game number counter and the value of the acquired prize ball number counter stored in the sub-control RAM50c. As a result, even if the sub-control CPU50a is controlled to the non-specific game state when the special win Zb is won during the second specific game state, when the game state returns to the second specific game state when the specific win ZX is won during the non-specific game state, the sub-control CPU50a counts the consecutive game number and the acquired prize ball number in total.
[0213] Then, the sub-control CPU 50a, when the second specific game state is controlled and the second condition pattern is set as the end condition of the specific game state, stores a value indicating the special mode in the mode flag to transition the presentation mode to the special mode. Furthermore, the sub-control CPU 50a controls to execute background presentation in a mode in which a special background image is displayed. The sub-control CPU 50a also controls to execute right-hit notification presentation.
[0214] By such control, in the pachinko gaming machine 10 of this embodiment, when the specific symbol ZX is derived in the first special game in which the revenge chance presentation is executed in the non-specific gaming state, the machine is controlled to the second specific gaming state. At this time, the second condition pattern is set as the end condition of the specific gaming state. That is, in the pachinko gaming machine 10 of this embodiment, when the revenge chance presentation is executed in the continuation mode during the chance zone, the machine is controlled to the special mode after the revenge chance presentation ends.
[0215] Next, a specific example of the flow of the game when the special win ZB is won in the first special lottery during the chance zone will be described. As shown in Fig. 10, in this example, similarly to the examples shown in Fig. 8 and Fig. 9, the first special game is started during the chance zone (times t20 to t24). In this example, it is assumed that the special win ZB is won in the first special lottery corresponding to the first special game. In this case, the sub-control CPU50a controls so that a revenge chance presentation is executed 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 CPU41a controls to start the special winning game ZB (time t25). At this time, the sub-control CPU50a controls to execute a background effect in a manner in which a special winning background image is displayed. Also, the sub-control CPU50a controls to execute a right-hit notification effect. Furthermore, the main control CPU41a controls to start the big winning game ZB after the special winning game ZB ends, on the condition that the game ball has passed through a specific area in the special winning game ZB (time t26). At this time, the sub-control CPU50a controls to execute a background effect in a manner in which a big winning background image is displayed. After that, the main control CPU41a controls the game state to a second specific game state, triggered by the end of the big winning game ZB, and sets the second condition pattern as the end condition of the specific game state (time t27). At this time, the sub-control CPU 50a does not execute the consecutive number initialization process and the acquired prize ball number initialization process. That is, in this example, the sub-control CPU 50a is controlled to the second specific game state while retaining the value of the consecutive number counter and the acquired prize ball number counter stored in the sub-control RAM 50c. In other words, even if the sub-control CPU 50a is controlled to the non-specific game state as a result of winning the special win Zb during the second specific game state, when the sub-control CPU 50a wins the special win in the first special lottery during the non-specific game state and returns to the second specific game state after the end of the jackpot game based on the special win, the sub-control CPU 50a counts the consecutive number of games and the acquired prize ball number.
[0217] Then, the sub-control CPU 50a, when the game is controlled to the second specific game state and the second condition pattern is set as the end condition of the specific game state, stores a value indicating the special mode in the mode flag to transition the presentation mode to the special mode. Furthermore, the sub-control CPU 50a controls to execute background presentation in a manner in which a special background image is displayed.
[0218] With this control, in the pachinko game machine 10 of this embodiment, when the special symbol ZB is derived in the first special game in which the revenge chance presentation is executed in the non-specific game state, the big win game ZB is generated on the condition that the game ball passes through the specific area in the special win game ZB, and after the big win game ZB ends, the game is controlled to the second specific game state. At this time, the second condition pattern is set as the end condition of the specific game state.
[0219] In addition, although not shown, in the pachinko game machine 10 of this embodiment, even if a special win ZA or a special win ZC is won in the first special lottery during a non-specific game state, a revenge chance presentation is executed in a big success mode, similar to when a special win ZB is won in the first special lottery during a non-specific game state. Then, when a special win ZA is won in the first special lottery during a non-specific game state, a special symbol ZA is derived in the first special game in which the revenge chance presentation is executed. In this case, a big win game ZA is generated on the condition that the game ball passes through a specific area in the special win game ZA generated after the end of the first special game, and after the big win game ZA is ended, the game is controlled to a second specific game state, and a third condition pattern is set as a termination condition of the specific game state. On the other hand, when a special win ZC is won in the first special lottery during a non-specific game state, a special symbol ZC is derived in the first special game in which the revenge chance presentation is executed. In this case, a jackpot game ZC is generated on the condition that the game ball passes through a specific area in a special jackpot game ZC that occurs after the end of the first special game, and after the jackpot game ZC ends, the game is controlled to a non-specific game state.
[0220] In this way, in the pachinko game machine 10 of this embodiment, when a revenge chance presentation is executed in a great success mode during the chance zone, a jackpot game may occur after the revenge chance presentation ends, and after the jackpot game ends, the presentation mode is controlled according to the type of jackpot game.
[0221] Next, a specific example of the flow of the game when the special winning Za is won in the second special lottery during the chance zone will be described. As shown in FIG. 11, in this example, the second special game is started during the chance zone in the same manner as in the examples shown in FIG. 8 to FIG. 10 (times t30 to t33). In this example, it is assumed that the special win Za is won in the second special lottery corresponding to the second special game. In this case, the main control CPU41a generates the special win game Za after the end of the second special game in which the special symbol Za is derived. At this time, the sub-control CPU50a controls to end the result presentation, triggered by the start of the special win game Za. In addition, the sub-control CPU50a controls to execute the background presentation in a mode in which the special win background image is displayed, and executes the right-hit notification presentation, triggered by the start of the special win game Za (time t34).
[0222] Furthermore, the main control CPU41a controls the game so that the big win game Za is started after the special win game Za ends, on the condition that the game ball passes through the specific area in the special win game Za (time t35). At this time, the sub-control CPU50a controls the game so that the background performance is executed in a manner in which the big win background image is displayed. After that, the main control CPU41a controls the game state to the second specific game state, triggered by the end of the big win game Za, and sets the second condition pattern as the end condition of the specific game state (time t36). At this time, the sub-control CPU50a does not execute the consecutive game number initialization process and the acquired prize ball number initialization process. That is, in this example, the game is controlled to the second specific game state while retaining the value of the consecutive game number counter and the value of the acquired prize ball number counter stored in the sub-control RAM50c. In other words, even if the sub-control CPU 50a is controlled to a non-specific game state as a result of winning a special win Zb during the second specific game state, when the sub-control CPU 50a wins a special win in a second special lottery during the non-specific game state and returns to the second specific game state after the end of the jackpot game based on the special win, the sub-control CPU 50a will count the number of consecutive wins and the number of winning balls.
[0223] Then, the sub-control CPU 50a, when the game is controlled to the second specific game state and the second condition pattern is set as the end condition of the specific game state, stores a value indicating the special mode in the mode flag to transition the presentation mode to the special mode. Furthermore, the sub-control CPU 50a controls to execute background presentation in a manner in which a special background image is displayed.
[0224] With this control, in the pachinko game machine 10 of this embodiment, when the special symbol Za is derived in the second special game in the non-specific game state, the big win game Za is generated on the condition that the game ball passes through the specific area in the special win game Za, and after the big win game Za ends, the game is controlled to the second specific game state. At this time, the second condition pattern is set as the end condition of the specific game state.
[0225] In this manner, 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 is a case where the game shifts to the special mode without executing the revenge chance presentation.
[0226] Next, a specific example of the flow of the game 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 cutoff of the power supply to the pachinko gaming machine 10 will be simply referred to as "power off," and the resumption of the power supply to the pachinko gaming machine 10 will be simply referred to as "power restoration."
[0227] As shown in FIG. 12, in this example, the first special game is started during the chance zone (times t40 to t44) in the same manner as in the examples shown in FIG. 8 to FIG. 10. In this example, the power is interrupted during the execution of the first special game during the chance zone, and then the power is restored (times t45 to t46). At this time, the RAM clear switch CS is not operated when the power is restored. In this case, the main control CPU41a executes a main control return process to control the state to be restored to the state at the time of the power interruption. Specifically, the main control CPU41a controls the state to a non-specific game state, and controls the state to be resumed for the special game that was being executed at the time of the power interruption. At this time, the sub-control CPU50a executes a sub-control return process to control the state to be capable of executing various effects. Specifically, the sub-control CPU50a sets a value that can specify the non-specific game state to the sub-operation flag based on the return state command output from the main control CPU41a, and sets a value indicating the chance zone to the mode flag based on the value of the sub-operation flag to control the chance zone. In this case, since the sub-control CPU 50a sets the sub-operation flag to a value capable of identifying a non-specific game state in the sub-control return processing, it controls the background presentation to be executed in a manner that displays a normal background image.
[0228] After that, the main control CPU41a controls the game state to the first specific game state in response to the specific symbol ZY being derived in the first special game (time t47). At this time, the sub-control CPU50a executes the consecutive game number initialization process and the acquired ball number initialization process in response to the control to the first specific game state.
[0229] In this way, in the pachinko gaming machine 10 of this embodiment, if a power outage occurs during a non-specific gaming state and then power is restored, and if the RAM clear switch CS is not operated at the time of power restoration, the normal background image is displayed in the background performance from when the non-specific gaming state is controlled following power restoration until the transition to another gaming state. That is, in the pachinko gaming machine 10 of this embodiment, if a power outage occurs during a non-specific gaming state and then power is restored, and if the RAM clear switch CS is not operated at the time of power restoration, the normal background image is displayed for a specific period after power restoration.
[0230] Next, a specific example of the flow of a game when a power outage occurs during normal mode after the chance zone ends and then power is restored will be described. As shown in FIG. 13, in this example, similarly to the example shown in FIG. 8, the game transitions to the normal mode after the chance zone ends (times t50 to t55). In this example, the power is interrupted during the execution of the first special game in the normal mode, and then the power is restored (times t56 to t57). At this time, the RAM clear switch CS is not operated when the power is restored. In this case, the main control CPU41a executes a main control return process to control the game to return to the state at the time of the power interruption. Specifically, the main control CPU41a controls the game to the first special game state, sets the first condition pattern as the end condition of the special game state, and controls the game to resume the special game that was being executed at the time of the power interruption. At this time, the sub-control CPU50a executes a sub-control return process to control the game to a state in which various effects can be executed. Specifically, the sub-control CPU50a sets the sub-operation flag to a value that can specify the first special game state, and sets the sub-condition pattern flag to a value that can specify the first condition pattern, based on the return state command output from the main control CPU41a. The sub-control CPU 50a then sets the mode flag to a value indicating the normal mode based on the values of the sub-operation flag and the sub-condition pattern flag, thereby controlling to the normal mode. In this case, the sub-control CPU 50a controls to execute background performance in a manner in which a normal background image is displayed.
[0231] In this way, in the pachinko gaming machine 10 of this embodiment, when a power outage occurs during the first specific game state and is subsequently restored, and the RAM clear switch CS is not operated at the time of power restoration, the machine is controlled to the first specific game state, and a normal background image is displayed in the background performance. That is, in the pachinko gaming machine 10 of this embodiment, when a power outage occurs during the first specific game state and is subsequently 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 this embodiment, when a power outage occurs during a non-specific game state and is subsequently restored, and when a power outage occurs during the first specific game state and is subsequently restored, the same background image is displayed in the specific period after power restoration.
[0232] Although not shown, in the pachinko game machine 10 of this embodiment, when a power outage occurs during the second specific game state and the power is restored afterwards, and the RAM clear switch CS is not operated at the time of power restoration, the machine is controlled to the second specific game state, and the condition pattern set at the time of power outage is set as the end condition of the specific game state. Therefore, when a power outage occurs during the special mode and the power is restored afterwards, and the RAM clear switch CS is not operated at the time of power restoration, the machine is controlled to the special mode even after power restoration, and a special background image is displayed in the background performance. Similarly, when a power outage occurs during the blessing zone and the power is restored afterwards, and the RAM clear switch CS is not operated at the time of power restoration, the machine is controlled to the blessing zone even after power restoration, and a blessing background image is displayed in the background performance.
[0233] In addition, although not shown, in the pachinko gaming machine 10 of this embodiment, when a power outage occurs and then power is restored, and the RAM clear switch CS is operated at the time of power restoration, the machine is controlled to a non-specific gaming state. In this case, since a value that can specify a non-specific gaming state is set to the secondary operation flag in the secondary control initial setting process, the secondary control CPU 50a controls the background performance to be executed in a manner that displays a normal background image.
[0234] The effects of this embodiment will be described. (1) After the non-specific game state ends, there are cases where the game state changes to a first specific game state, which is less favorable than the non-specific game state, and cases where the game state changes to a second specific game state, which is more favorable than the non-specific game state, so that the player can enjoy the game by paying attention to which game state the game state will change to. In addition, during the execution of the first special game in the non-specific game state, a revenge chance presentation is executed to notify the player whether the game state will change to the first specific game state or the second specific game state, so that the player can pay more attention to which game state the game state will change to. This can increase the player's interest in the game.
[0235] (2) In the special game in which the revenge chance effect is executed, if the specific symbol ZX is derived, the game state transitions to the second specific game state, whereas if the specific symbol ZY is derived, the game state transitions to the first specific game state. This makes it possible to recognize which game state the game state transitions to even if the player misses the content of the revenge chance effect, thereby increasing the interest of the player who pays attention to which game state the game state transitions to.
[0236] (3) When a power outage occurs in the pachinko gaming machine 10 and is subsequently restored, it is conceivable that the players will be switched before and after the power outage. Here, when a power outage occurs during a non-specific gaming state and is subsequently restored, and when a power outage occurs during a first specific gaming state and is subsequently restored, the same background image is displayed in the background effect during the specific period following the power restoration, providing the enjoyment of guessing the gaming state.
[0237] (4) The variation determination information referenced in the special symbol start process is different between the non-specific game state, the first specific game state, and the second specific game state. This allows the variation pattern to be determined in different determination manners depending on the game state, making it possible to diversify the content of the variation game and make the game more enjoyable.
[0238] (5) Since the probability of transitioning to a second specific game state, which is more advantageous than the non-specific game state, after the end of a non-specific game state is higher than the probability of transitioning to a first specific game state, which is less advantageous than the non-specific game state, after the end of a non-specific game state, the interest in transitioning to the second specific game state can be further increased.
[0239] (6) When transitioning from a non-specific game state to a first specific game state, the game state in which the launch of the game ball is recommended does not change, whereas when transitioning from a non-specific game state to a second specific game state, the game area in which the launch of the game ball is recommended changes. This makes it possible to give a strong impression that the game state has transitioned when transitioning from a non-specific game state to a second specific game state that is more advantageous than the non-specific game state.
[0240] (7) When a non-specific game state is transitioned to a second specific game state that is more advantageous than the non-specific game state, the value of the consecutive wins counter is not initialized. According to this, even if a game state transitions from the second specific game state to a non-specific game state, when the game state transitions to the second specific game state again thereafter, the consecutive wins are counted without being initialized, and a result presentation is executed based on the consecutive wins, so that the player can enjoy the increasing number of times the jackpot game has occurred.
[0241] (8) When a game state is shifted from a 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 if a game state is shifted from the second specific game state to a non-specific game state, when the game state is subsequently shifted to the second specific game state again, the acquired prize ball count continues to be counted without being initialized, and a result presentation is executed based on the acquired prize ball count, so that the player can enjoy the fun of seeing the number of acquired prize balls increase.
[0242] (9) The termination conditions when the second specific game state is controlled include the second condition pattern and the third condition pattern. When the third condition pattern is set as the termination condition of the second specific game state, the second specific game state will not end unless the special win Za is won and the jackpot game Za is generated. Therefore, when the third condition pattern is set as the termination condition of the second specific game state, it is possible to increase the interest of the player who is expecting the jackpot game Za to be generated.
[0243] (10) In this embodiment, the special win is not won during the special game state. This limits the chance of being controlled to the second special game state when the special win control condition is met, thereby improving the player's interest when the special win is won.
[0244] (11) When the first special lottery is executed during a non-specific gaming state, the result of the first special lottery will be either a special win or a specific win. This shortens the period during which the game is controlled to a non-specific gaming state, thereby increasing the interest of players who expect to be controlled to a specific gaming state.
[0245] (12) In this embodiment, even if a special win is not won in the non-specific game state, when a special win ZX is won, the game state is controlled to the second specific game state. This allows a player who wants to play in the second specific game state to enjoy the game by expecting to win the specific win ZX even if the player does not win the special win in the non-specific game state.
[0246] (13) In this embodiment, even if the specific win ZY is won in the non-specific game state and the game is controlled to the first specific game state, if a special game is executed for the number of times of operation without a jackpot being awarded thereafter, the game is controlled to the non-specific game state again. This makes it possible to prevent the player's interest in being controlled to the second specific game state from being reduced, even if the specific win ZY is won in the non-specific game state.
[0247] This embodiment can be modified and implemented as follows. The present embodiment and the following modified examples can be implemented in combination with each other to the extent that no technical contradiction occurs.
[0248] The revenge chance presentation may be any presentation that suggests or notifies the player whether to transition to the first specific game state or the second specific game state, and the content of the presentation 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 multiple special games in a non-specific gaming state. In this case, the multiple special games may include the second special game, or may include only the first special game.
[0249] When the special win ZC is won in the first special lottery during the non-specific game state, the sub-control CPU 50a may execute the revenge chance presentation in a presentation mode different from the big success mode. At this time, the sub-control CPU 50a may execute the revenge chance presentation in the end mode, or may execute the revenge chance presentation in a dedicated presentation mode. In other words, the big success mode among the presentation modes of the revenge chance presentation may be the presentation mode when the special win controlled to the second specific game state is won after the end of the big win game.
[0250] The result effect may be an effect that suggests or notifies the number of times a jackpot game has occurred within a specific period and the number of winning balls acquired within the specific period, and the content of the effect may be changed as appropriate. For example, the result effect may suggest or notify the number of times a special winning game has occurred within a specific period, or may suggest or notify the elapsed time from the start of the specific period to the execution of the result effect.
[0251] The execution timing of the result effect may be changed as appropriate. For example, the result effect may be executed during either the period during which the special winning game Zb is executed or the variable time of the second special game executed after the special winning game Zb is ended when the second specific game state is ended triggered by the special symbol Zb being derived. The result effect may be executed during the execution of the special game in which the special symbol Zb is derived when the second specific game state is ended triggered by the special symbol Zb being derived. The result effect may be executed over a part or all of the periods during the execution of the special game in which the special symbol Zb is derived, the period during which the special winning game Zb is executed, and the variable time of the second special game executed after the special winning game Zb is ended when the second specific game state is ended triggered by the special symbol Zb being derived.
[0252] The effect indicating or notifying the number of times a jackpot game has occurred within a specific period and the effect indicating or notifying the number of winning balls acquired within a specific period may be different effects. In this case, each effect may be executed at a different timing.
[0253] The sub-control CPU 50a may update the value of the acquired prize ball counter every 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) in addition to the first big winning command and the second big winning command. In other words, the sub-control CPU 50a may update the value of the acquired prize ball counter every time the awarding condition for a prize ball is met within a specific period of time.
[0254] The timing for initializing the consecutive win counter and the winning ball counter may be changed as appropriate. For example, the sub-control CPU 50a may initialize the consecutive win counter and the winning ball counter when the game state is changed to a non-specific game state.
[0255] The sub-control CPU 50a may execute background performance in a manner that displays a chance background image even if a value that can specify a non-specific game state is set to the sub-operation flag in the sub-control initial setting process or the sub-control return process. That is, even if the pachinko gaming machine 10 is controlled to a non-specific game state when the power is turned on, the chance background image may be displayed in the background performance. This allows the player to recognize that he or she is in the chance zone, thereby increasing the player's interest in the game.
[0256] The sub-control CPU 50a may display a special background image different from both the chance background image and the normal background image when a value that can specify a non-specific game state is set to the sub-operation flag in the sub-control initial setting process or the sub-control return process. In other words, when the pachinko gaming machine 10 is controlled to a non-specific game state upon power-on, a special background image may be displayed in the background performance.
[0257] The sub-control CPU 50a may display different background images in the background presentation depending on whether the sub-operation flag is set to a value capable of identifying a non-specific game state in the sub-control initial setting process or whether the sub-operation flag is set to a value capable of identifying a non-specific game state in the sub-control return process.
[0258] The variation determination information referenced in the special symbol start process may be the same for some or all of the non-specific game state, the first specific game state, and the second specific game state.
[0259] The combination of effect symbols derived in the effect game may be the same when the specific symbol ZX is derived in the special game and when the specific symbol ZY is derived. This makes it impossible to determine whether the game state will be changed to the first specific game state or the second specific game state from the combination of effect symbols, so that the player can enjoy guessing which game state will be changed to. The combination of effect symbols derived in the effect game may be different when the specific symbol ZX is derived in the special game and when the specific symbol ZY is derived. This makes it possible to determine whether the game state will be changed to the first specific game state or the second specific game state from the combination of effect symbols, so that it is possible to prevent the player's interest in knowing which game state will be changed from being reduced.
[0260] In each condition pattern, whether or not to set a count end condition and the number of times the condition is activated may be changed as appropriate. In this case, a condition pattern in which the count end condition is not actually met may be created by setting the number of times the condition is activated to an extremely large number (for example, 10,000 times).
[0261] In each condition pattern, the type of special win and the upper limit number of wins that are the subject of the special win termination condition may be changed as appropriate. In this case, a condition pattern in which the special win termination condition is not actually met for a specific special win may be set by setting the upper limit number of wins for a specific special win in the special win termination condition to an extremely large number (for example, 1000 times) or a number equal to or greater than the number of activations in the number termination condition. Also, a condition pattern in which the special win termination condition is not set may be set.
[0262] The number and types of special wins may be changed as appropriate. For example, a special win may be provided that is controlled to the second special game state and has a third condition pattern set as a termination condition for the special game state.
[0263] The probability of winning each special prize may be changed as appropriate. For example, the probability of winning special prize ZX may be higher than the probability of winning special prize ZY, or may be the same.
[0264] The special win may be winnable even in a state other than the non-specific game state. For example, the special win may be winnable in the first specific game state, or in the second specific game state. In this case, when the special win is won, the game may be controlled to a specific game state based on the special win after the end condition of the current specific game state is satisfied, or the game may be controlled to a specific game state based on the special win instead of the current specific game state at the time when the special win is won.
[0265] The special prize may be awarded in the second special lottery. In this case, the special prize may not be awarded in the first special lottery, or the special prize may be awarded in both the first and second special lotteries.
[0266] The main control CPU41a may specify the game state after the end of the big win game based on the special win based on the game state when the special win is won. In particular, when the special win is won during the special game state, the main control CPU41a may set a 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 set as the end condition of the specific game state.
[0267] The number and type of special wins may be changed as appropriate. For example, for each special win, the type of special 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 special game state set when controlled to the special 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 to determine whether or not a special prize has been won may be different from the random number used to determine whether or not a specific prize has been won. The main control CPU 41a may perform both the judgment of whether or not a special win is won and the judgment of whether or not a specific win is won by one hit judgment. For example, the main control CPU 41a may judge a special win when the acquired random number value matches a special hit judgment value among hit judgment values including both a special hit judgment value and a specific hit judgment value, and may judge a specific win when the acquired random number value matches a specific hit judgment value, while judging a loss when the acquired random number does not match either.
[0272] The presentation manner of the right-hit notification effect and the left-hit notification effect may be changed as appropriate. For example, the right-hit notification effect and the left-hit notification effect may be executed in different presentation manners depending on the current game state. In addition, the right-hit notification effect may be executed in different presentation manners when a special game is being played and when a winning game is being played. Furthermore, the right-hit notification effect may be executed in different presentation manners when a special winning game is being played and when a big winning game is being played.
[0273] The present invention may be embodied in a gaming machine that does not execute right-hit notification effects and left-hit notification effects. Also, instead of or in addition to right-hit notification effects, the present invention may be embodied in a gaming machine that executes right-hit notification under the control of the main control CPU41a. Similarly, instead of or in addition to left-hit notification effects, the present invention may be embodied in a gaming machine that executes left-hit notification under the control of the main control CPU41a. For example, notification by the information display device 13 may be adopted as the right-hit notification and left-hit notification under the control of the main control CPU41a.
[0274] The number and types of presentation modes may be changed as appropriate. For example, a plurality of presentation modes may be provided as controllable presentation modes in a given game state. Also, the same presentation mode may be controllable for different game states.
[0275] The present invention may be embodied in a pachinko gaming machine having three or more types of specific game states as the specific game state, or in a pachinko gaming machine having only one type of specific game state. The present invention may be embodied in a pachinko game machine that, when a jackpot is won in a special lottery, generates a jackpot pattern in a special game and then generates a jackpot game. In other words, the present invention may be embodied in a so-called one-type two-type pachinko game machine that has two triggers for generating a jackpot game: when a jackpot is won in a special lottery, and when a special win is won in a special lottery and the game ball passes through a specific area during a special win game based on the special win. In such a pachinko game machine, when a second special game is being played in a non-specific game state, there may be a case where the game state transitions to a specific game state after the end of the second special game, and a case where the game state does not transition 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 gaming state, a presentation may be executed to suggest or inform whether the game will transition to a specific gaming state after the end of the second special game, or whether the game will remain in the non-specific gaming state even after the end of the second special game. In this case, the specific gaming state corresponds to the first state, the state in which the second special game is being executed in the non-specific gaming state corresponds to the second state, and the state in which the second special game is not being executed in the non-specific gaming state corresponds to the third state. In this case, the special symbol does not have to have a specific 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 equipped with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. The functions of the main control board 40 may be divided and realized on multiple boards. The main control CPU 41a may be composed of multiple CPUs mounted on a single board.
[0279] The present invention may be applied to a pachinko machine that does not execute a special game. In this case, it is preferable to display a special symbol on the special game display device 12. The technical ideas that can be understood from the above-described embodiment and modified examples will be described.
[0280] (Note 1) A gaming machine capable of executing a variable game by varying symbols, comprising: a main control means for performing various controls including control related to the variable game; an effect execution means for executing effects; and an effect control means for controlling the effect execution means, wherein the state when the main control means executes control related to the variable game includes a plurality of states including a first state, a second state, and a third state, the first state being a state more advantageous to a player than the second state and the third state, the second state being a state more advantageous to a player than the third state, the game machine being capable of transitioning to the second state after the end of the first state, while being capable of transitioning to either the first state or the third state after the end of the second state, the probability of transitioning to the third state after the end of the second state being higher than the probability of transitioning to the first state after the end of the second state, the effect control means being capable of control to execute a special effect during execution of the variable game in the second state, and the special effect being an effect that suggests or notifies the player of whether to transition to the first state or the third state.
[0281] (Supplementary Note 2) A gaming machine as described in Supplementary Note 1, which transitions to the first state when a first symbol is stopped in the variable game in which the special effect is executed in the second state, and which transitions to the third state when a second symbol is stopped in the variable game in which the special effect is executed in the second state.
[0282] (Supplementary Note 3) The gaming machine described in Supplementary Note 1 or Supplementary Note 2, wherein the presentation control means is capable of executing a specific presentation by displaying a predetermined image, and wherein, in the specific presentation, different images can be displayed when the gaming machine is in the second state and when the gaming machine is in the third state, while, when the power supply to the gaming machine is cut off during the second state and then resumed, and when the power supply to the gaming machine is cut off during the third state and then resumed, the same image is displayed during a specific period after the power supply is resumed.
[0283] (Appendix 4) A gaming machine as described in any one of Appendices 1 to 3, comprising a memory means for storing various types of information, the information stored in the memory means including variable information defining the content of the variable game and variable determination information defining the manner in which the variable information is determined, the main control means being configured to determine the variable information by referring to the variable determination information corresponding to a current state, and the first state, the second state, and the third state being states in which the variable determination information referenced is different. [Explanation of symbols]
[0284] CL...center line CS...RAM clear switch GH...image display unit HD...launch handle LA...decorative lamp R1...first path R1a...left side area (first play area) R2...second path R2a...right side area (second play area) SE1...first start winning sensor SE2...second start winning sensor SE3...first count sensor SE4...second count sensor SE5...specific pass sensor SE6...gate sensor SL1...first solenoid SL2...second solenoid SL3...third solenoid SL4...fourth solenoid SP...speaker W...center frame YB...play board YBa...play area YBb...opening window 10...pachinko game machine 12...performance display device (performance execution means) 13...information display device 13a...first special symbol display unit 13b...second special symbol display unit 13c...first special hold display unit 13d...second special hold display unit 13e...Normal pattern display section 13f...Normal hold display section 14...First starting ball entry port 15...Second starting ball entry port 16...Normal opening and closing piece 18...First large prize entry port 19...First special opening and closing piece 20...Second large prize entry port 21...Second special opening and closing piece 23...Gate 23a...Gate opening 26...Passage 26a...First passage 26b...Second passage 27...Branch section 28...Distribution shutter 40...Main control board 41...Microprocessor 41a...Main control CPU (main control means, special game control means, award control means) 41b...Main control ROM (storage means) 41c...Main control RAM 50...Sub-control board 50a...Sub-control CPU (performance control means, specific occurrence counting means, specific award ball count counting means) 50b...Sub-control ROM 50c... Sub-control RAM (count storage means, ball count storage 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 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 probability of shifting from the second state to the third state is higher than the probability of shifting from the second state to the first 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 it 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, when the power supply to the gaming machine is cut off during the second state or the third state, the same image is displayed during the specific period regardless of whether the initialization control is executed or not when the power supply is resumed. The gaming machine according to claim 1, wherein, in any of the following cases: when the power supply to the gaming machine is cut off while at least the first specific image is being displayed in the second state and then the power supply is resumed; and when the power supply to the gaming machine is cut off while at least the second specific image is being displayed in the third state and then the power supply is resumed, the second specific image can be displayed during the specific period.
Citation Information
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