Pachinko machine
The gaming machine addresses player anxiety and maintains interest by incorporating a special lottery system with variable game management and effect mechanisms, ensuring an engaging experience even when the advantageous state ends.
Patent Information
- Application Number
- JP2022185141
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-18
- Publication Date
- 2025-06-26
- Estimated Expiration
- 2042-11-18
AI Technical Summary
Players in gaming machines, such as pachinko machines, experience anxiety and lose interest when a variable game's advantageous state is about to end, and when the specific number reaches the predetermined end number.
A gaming machine with a special lottery system that includes various effects based on the lottery result, featuring a variable game execution mechanism, game state control, counting mechanisms for specific numbers, effect execution and control mechanisms, and an operation mechanism to manage these elements and maintain player interest.
The system effectively suppresses a decrease in player interest by maintaining an advantageous game state and providing engaging effects, even when the specific number reaches the end number, thereby enhancing the gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a pachinko gaming machine, which is an example of a gaming machine, for example, like the pachinko gaming machine described in Patent Document 1, a special lottery (for example, a jackpot lottery) is conducted based on information (for example, set values) stored in a storage means. Also, in a pachinko gaming machine, for example, like the pachinko gaming machine described in Patent Document 2, when the result of a special lottery becomes a specific result (for example, a jackpot), it is configured to be controllable to a state more advantageous to the player than the normal state (for example, a time-saving state). And today, there are also those configured to be controllable to a state more advantageous to the player than the normal state even if the result of the special lottery does not become a specific result. For example, a pachinko gaming machine that can be controlled to a state more advantageous to the player than the normal state is configured to be controlled to the normal state when a specific number that can be updated by executing a variable game in the advantageous state reaches a predetermined end number.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such a gaming machine, it is conceivable that a player may become more anxious about the end of an advantageous state as a specific number that can be updated approaches a predetermined end number when a variable game is executed in an advantageous state. And it is conceivable that the player may become even more anxious and lose interest in a variable game in which the specific number has reached the predetermined end number.
Means for Solving the Problem
[0005] The gaming machine that solves the above problems is a gaming machine capable of executing a special lottery based on information stored in a storage means and capable of executing various effects based on the result of the special lottery, and includes a variable game execution means for executing a variable game, a game state control means for controlling a game state, a counting means for counting a predetermined number, an effect execution means for executing the effect, an effect control means for executing control related to the effect, and an operation means. The game state includes a predetermined state and a specific state. The specific state is a state more advantageous to the player than the predetermined state. The specific state includes a first specific state that can be controlled when the result of the special lottery becomes a specific result, and a second specific state that can be controlled when a specific condition is satisfied even if the result of the special lottery does not become the specific result. The counting means includes a first counting means and a second counting means. The first counting means counts a first specific number that can be updated when a variable game is executed in the first specific state. The second counting means counts a second specific number that can be updated when a variable game is executed in the second specific state. When the variable game when the first specific number reaches a first end number in the first specific state is set as a first upper limit variable game, the game state control means can control from the first specific state to the predetermined state when the first upper limit variable game ends. When the variable game when the second specific number reaches a second end number in the second specific state is set as a second upper limit variable game, the game state control means can control from the second specific state to the predetermined state when the second upper limit variable game ends. The effects include a specific effect and a special effect. The specific effect can be executed in a predetermined manner until the operation means is operated when the first upper limit variable game among the first upper limit variable game and the second upper limit variable game is executed. The special effect is when the second upper limit variable game among the first upper limit variable game and the second upper limit variable game is executed 、executable in a specific manner until the operating means is operated is the gist.
Effect of the Invention
[0006] According to the present invention, it is possible to suppress a decrease in interest.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] An embodiment of a pachinko gaming machine will be described. In the following description, up, down, left, right, front (front side), and rear (back side) indicate the respective directions when viewed from the player. As shown in FIG. 1, a pachinko gaming machine 10, which is an example of a gaming machine (hereinafter referred to as the gaming machine 10), includes a frame body 11. The frame body 11 is composed of an installation frame for fixing the gaming machine 10 to an island facility such as a game parlor and a mounting frame for mounting various game parts. The gaming machine 10 includes a game board YB. The game board YB is mounted on the frame body 11. The gaming machine 10 includes a firing handle HD. The gaming machine 10 is configured to be able to fire a game ball as a game medium when the firing handle HD is operated.
[0009] The gaming machine 10 includes a decorative lamp LA. The decorative lamp LA executes an effect (hereinafter referred to as a light emission effect) of lighting, blinking, and turning off a built-in light emitter. The decorative lamp LA is provided on the frame body 11. The gaming machine 10 includes a speaker SP. The speaker SP executes an effect (hereinafter referred to as an audio effect) of outputting sounds such as the voices of people and animals, sound effects, and music. The speaker SP is provided on the frame body 11.
[0010] As shown in FIG. 2, the gaming machine 10 includes a first special symbol display unit 13a and a second special symbol display unit 13b as display units capable of displaying a special symbol variation game (hereinafter referred to as a special game). The special game is an example of a variation game. The special symbol variation game includes a first special symbol variation game (hereinafter referred to as the first special game) and a second special symbol variation game (hereinafter referred to as the second special game). In the first special game, a predetermined symbol is variably displayed, and finally, a first special symbol, which is an example of a special symbol, is fixedly stopped and displayed. In the second special game, a predetermined symbol is variably displayed, and finally, a second special symbol, which is an example of a special symbol, is fixedly stopped and displayed. The special symbol is a symbol for notifying the result of the big win lottery as a result of the special game. The first special symbol display unit 13a displays the first special game. In other words, the first special symbol display unit 13a executes the first special game. The first special symbol display unit 13a is an example of a variation game execution means for executing the first special game. The second special symbol display unit 13b displays the second special game. In other words, the second special symbol display unit 13b executes the second special game. The second special symbol display unit 13b is an example of a variation game execution means for executing the second special game. In this specification, "variable display" means a state in which the type of the displayed symbol changes over time. In this specification, "fixed stop display" means a state in which the symbol is fixedly stopped and displayed and the type of the displayed symbol does not change. For a symbol, "fixed stop display" and "derivation" have the same meaning. The second special game is preferentially executed with respect to the first special game. The first special game and the second special game are not executed simultaneously in parallel.
[0011] Special symbols include a jackpot symbol and a non-jackpot symbol as the results of a special game. In the gaming machine 10, when winning a jackpot in the jackpot lottery, the jackpot symbol is derived in the special game, and after the end of the special game, a jackpot game occurs (is awarded). Winning a jackpot in the jackpot lottery corresponds to the result of the jackpot lottery being a jackpot. In this embodiment, the result of the jackpot lottery being a jackpot is an example of the result of the jackpot lottery being a specific result. Non-jackpot symbols include a losing symbol and a chance symbol. In the gaming machine 10, when not winning a jackpot in the jackpot lottery, either a losing symbol or a chance symbol is derived in the special game. Not winning a jackpot in the jackpot lottery corresponds to the result of the jackpot lottery being a non-jackpot. In this embodiment, the result of the jackpot lottery being a non-jackpot is an example of the result of the jackpot lottery not being a specific result.
[0012] The gaming machine 10 includes a first special hold display section 13c. The first special hold display section 13c displays information that can specify the number of times of the first special game (hereinafter referred to as the first special hold number) whose execution is held because the hold condition is satisfied but the execution condition is not yet satisfied. The gaming machine 10 includes a second special hold display section 13d. The second special hold display section 13d displays information that can specify the number of times of the second special game (hereinafter referred to as the second special hold number) whose execution is held because the hold condition is satisfied but the execution condition is not yet satisfied. In this embodiment, the upper limit numbers of the first special hold number and the second special hold number are each 4.
[0013] The gaming machine 10 includes a normal symbol display unit 13e. The normal symbol display unit 13e displays a normal game. In the normal game, predetermined symbols are variably displayed, and finally the normal symbols are fixedly stopped and displayed. The normal symbols are symbols for notifying the result of a normal lottery as the result of the normal game. The normal symbols include a normal winning symbol and a normal losing symbol. In the gaming machine 10, when winning a normal win in the normal lottery, a normal winning symbol is derived in the normal game, and after the end of the normal game, a normal winning game occurs (is granted). In the gaming machine 10, when not winning a normal win in the normal lottery, a normal losing symbol is derived in the normal game. The gaming machine 10 includes a normal hold display unit 13f. The normal hold display unit 13f displays information that can identify the number of normal games (hereinafter referred to as the normal hold number) whose execution is held because the hold condition is satisfied but the execution condition is not satisfied yet. In the present embodiment, the upper limit number of the normal hold number is 4.
[0014] On the front side of the game board YB provided in the gaming machine 10, a game area YBa is formed where game balls, which are an example of game media, flow down. In the game board YB, an opening window YBb is formed substantially at the center in a front view. A center frame W with various designs is assembled in the opening window YBb.
[0015] The gaming machine 10 includes an effect display device EH. The effect display device EH has an image display unit GH capable of displaying an image. For example, the image display unit GH is a liquid crystal panel, an organic EL panel, or the like. The effect display device EH is assembled to the game board YB so that the image display area of the image display unit GH can be visually recognized through the opening window YBb (center frame W) of the game board YB when viewed from the front. The effect display device EH executes an effect (hereinafter referred to as a display effect) of displaying an image imitating a predetermined character or character.
[0016] In this embodiment, the decorative lamp LA, the speaker SP, and the effect display device EH are each an effect device that executes an effect, and these constitute an effect device group DE that is an example of an effect execution means. The effect execution means is not limited to including all of the decorative lamp LA, the speaker SP, and the effect display device EH, and may be configured by one or a plurality of effect devices arbitrarily selectable from these effect devices.
[0017] The gaming machine 10 includes a first start port 15. The gaming machine 10 includes a first start sensor SE1 that detects a game ball that has entered the first start port 15 (shown in FIG. 5). In the gaming machine 10, when a game ball is detected by the first start sensor SE1, the holding condition for the first special game may be satisfied, and the payout condition for a predetermined number (three in this embodiment) of prize balls is satisfied. The first start port 15 is always open so that a game ball can enter.
[0018] The gaming machine 10 includes a second start port 16. The gaming machine 10 includes a second start sensor SE2 that detects a game ball that has entered the second start port 16 (shown in FIG. 5). In the gaming machine 10, when a game ball is detected by the second start sensor SE2, the holding condition for the second special game may be satisfied, and the payout condition for a predetermined number (three in this embodiment) of prize balls is satisfied. The gaming machine 10 includes a normal variable member 17 that can operate between a first state in which a game ball can enter the second start port 16 and a second state in which a game ball cannot enter the second start port 16. The gaming machine 10 includes a normal solenoid SL1 as means for operating the normal variable member 17 (shown in FIG. 5). The normal variable member 17 is operated to the first state in a normal win game.
[0019] The gaming machine 10 includes a big winning opening 18. The gaming machine 10 includes a special winning sensor SE3 that detects a game ball that has entered the big winning opening 18 (shown in FIG. 5). In the gaming machine 10, when a game ball is detected by the special winning sensor SE3, the payout condition for a predetermined number (10 in this embodiment) of prize balls is satisfied. The gaming machine 10 includes a special variable member 19 that can operate between a first state in which a game ball can enter the big winning opening 18 and a second state in which a game ball cannot enter the big winning opening 18. The gaming machine 10 includes a special solenoid SL2 as means for operating the special variable member 19 (shown in FIG. 5). The special variable member 19 is operated to the first state in a big win game.
[0020] The gaming machine 10 includes a gate 25. The gaming machine 10 includes a normal start sensor SE4 that detects a game ball that has entered the gate 25 (shown in FIG. 5). In the gaming machine 10, when a game ball is detected by the normal start sensor SE4, the holding condition for a normal game may be satisfied, while the payout condition for prize balls is not satisfied.
[0021] The gaming machine 10 includes a normal winning opening 26. The gaming machine 10 includes a normal winning sensor (not shown) that detects a game ball that has entered the normal winning opening 26. In the gaming machine 10, when a game ball is detected by the normal winning sensor, the payout condition for a predetermined number (1 in this embodiment) of prize balls is satisfied.
[0022] The gaming machine 10 includes an out opening 27. The out opening 27 is formed at the lower end of the game area YBa. Among the game balls launched into the game area YBa, the game balls that have not entered any of the first start opening 15, the second start opening 16, the big winning opening 18, and the normal winning opening 26 are discharged outside the machine from the out opening 27.
[0023] The gaming machine 10 can adjust the launching intensity of the game balls according to the amount of operation (rotation amount) of the launching handle HD. In the gaming machine 10, the game balls can be distributed so as to flow down either in the left area or the right area of the center frame W. In the flow path R1 of the game balls in the left area, the first starting port 15 and the normal winning port 26 are arranged. In the gaming machine 10, by launching the game balls so as to flow down in the left area of the game area YBa, it is possible to make the game balls enter the first starting port 15 and the normal winning port 26. In the following description, launching the game balls with the launching intensity such that the game balls flow down in the left area among the launching intensities of the game balls is referred to as "left hitting". In the flow path R2 of the game balls in the right area, the second starting port 16, the big winning port 18, and the gate 25 are arranged. In the gaming machine 10, by launching the game balls so as to flow down in the right area of the game area YBa, it is possible to make the game balls enter the second starting port 16, the big winning port 18, and the gate 25. In the following description, launching the game balls with the launching intensity such that the game balls flow down in the right area among the launching intensities of the game balls is referred to as "right hitting".
[0024] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 is equipped with a probability variation function for varying the big win probability to a high probability and a ball entry assistance function for assisting the entry of game balls into the second starting port 16. The gaming state in the gaming machine 10 is configured by combining the operating states (operating and non-operating) of these functions.
[0025] The probability variation function (hereinafter referred to as the probability variation function) will be described. The gaming machine 10 has a plurality of probability states as states with different big win probabilities. The plurality of probability states include a low probability state and a high probability state with a higher big win probability than the low probability state. When the probability variation function operates, the probability state shifts from the low probability state to the high probability state, and the possibility of winning a big win in the big win lottery increases. Therefore, the high probability state is a more advantageous state for the player than the low probability state.
[0026] The ball entry assistance function will be described. The ball entry assisting function is a function that assists the entry of balls into the second starting port 16, which is the so-called "electric assist function". The gaming machine 10 has a plurality of ball entry states with different ball entry rates of the gaming balls into the second starting port 16. The plurality of ball entry states include a non-time shortening state and a time shortening state in which the ball entry rate of the gaming balls per unit time into the second starting port 16 is higher than that in the non-time shortening state. The time shortening state is the so-called "electric assist state" and "high base state". The non-time shortening state is the so-called "non-electric assist state" and "low base state". In the time shortening state and the non-time shortening state, the ball entry rate of the gaming balls per unit time into the first starting port 15 is the same. In the time shortening state, the ball entry rate of the gaming balls per unit time into the second starting port 16 is improved, and it becomes easier for the gaming balls to enter the second starting port 16 than the first starting port 15. Therefore, in the time shortening state, it is recommended to hit the ball to the right so that the gaming balls can easily enter the second starting port 16. On the other hand, in the non-time shortening state, the ball entry rate of the gaming balls per unit time into the second starting port 16 is lower than that in the time shortening state, and it is difficult for the gaming balls to enter the second starting port 16 than the first starting port 15, so it is recommended to hit the ball to the left. In the gaming machine 10, when the ball entry assisting function is activated, the ball entry state shifts from the non-time shortening state to the time shortening state. In the time shortening state, the ball entry rate of the gaming balls per unit time into the second starting port 16 is improved, and it becomes easier to satisfy the holding condition of the second special game and the payout condition of the bonus balls accompanying the entry of the balls into the second starting port 16 compared to the non-time shortening state. Therefore, the time shortening state is a more advantageous state for the player than the non-time shortening state.
[0027] For example, the time-saving state can be realized by executing any one of the three controls described below, or by combining and executing a plurality of controls. The first control is a control for making the variation time of the normal game shorter than that in the non-time-saving state. The second control is a control for varying the normal winning probability in the normal lottery to a higher probability than that in the non-time-saving state. The third control is a control for making the time during which the normal variable member 17 assumes the first state in one normal winning game longer than that in the non-time-saving state. Note that as the third control, it is preferable to perform at least one of a control for making the number of times the normal variable member 17 operates to the first state in one normal winning game more than that in the non-time-saving state, and a control for making the time from when the normal variable member 17 operates to the first state until it operates to the second state in the normal winning game longer than that in the non-time-saving state.
[0028] The time-saving state may also be realized by combining the fourth control described below. The fourth control is a control for making the variation time (average variation time) of the special game shorter than that in the non-time-saving state. As a result, in the time-saving state, the average variation time of the special game becomes shorter than that in the non-time-saving state. The average variation time of the special game can be obtained by dividing the integrated time of the variation time in the unit number of special games by the unit number, assuming that the unit number of special games has been executed. In the time-saving state, the number of special games that can be substantially executed per unit time increases compared to the non-time-saving state. That is, the digestion efficiency of the hold of the special game is improved.
[0029] In this embodiment, there are a first time-saving state and a second time-saving state in the time-saving state. When in the first time-saving state and the second time-saving state, the variation time of the normal game becomes shorter compared to when in the non-time-saving state by executing the first control. When in the first time-saving state, the normal winning probability in the normal lottery varies to a high probability by executing the second control. On the other hand, when in the second time-saving state, the normal winning probability in the normal lottery does not vary to a high probability. When in the first time-saving state and the second time-saving state, the time for the normal variable member 17 to be in the first state becomes longer in one normal winning game compared to when in the non-time-saving state by executing the third control. When in the first time-saving state and the second time-saving state, the average variation time of the special game becomes shorter compared to when in the non-time-saving state by executing the fourth control.
[0030] As shown in FIG. 3, the game states include a low-probability non-time-saving state, a high-probability time-saving state, a first low-probability time-saving state, and a second low-probability time-saving state. The low-probability non-time-saving state is a game state in which neither the probability-varying function nor the ball-entry assisting function operates. The low-probability non-time-saving state is an example of a predetermined state. The high-probability time-saving state is a game state in which both the probability-varying function and the ball-entry assisting function operate. The high-probability time-saving state is an example of a specific state. The high-probability time-saving state is an example of a first specific state. The first low-probability time-saving state is a game state in which the probability-varying function does not operate while the ball-entry assisting function operates. The first low-probability time-saving state is an example of a specific state. The first low-probability time-saving state is an example of a first specific state. The second low-probability time-saving state is a game state in which the probability-varying function does not operate while the ball-entry assisting function operates. The second low-probability time-saving state is an example of a specific state. The second low-probability time-saving state is an example of a second specific state. Not limited to this, the game states may include a high-probability non-time-saving state in which the probability-varying function operates while the ball-entry assisting function does not operate.
[0031] When in the low-probability non-time-shortening state, the first low-probability time-shortening state, and the second low-probability time-shortening state, it is controlled to the low-probability state. When in the high-probability time-shortening state, it is controlled to the high-probability state. Therefore, the high-probability time-shortening state has a higher probability of winning the jackpot in the big win lottery than the low-probability non-time-shortening state, the first low-probability time-shortening state, and the second low-probability time-shortening state, and is an advantageous state for the player.
[0032] When in the low-probability non-time-shortening state, it is controlled to the non-time-shortening state. When in the high-probability time-shortening state, the first low-probability time-shortening state, and the second low-probability time-shortening state, it is controlled to the time-shortening state. As described above, in the time-shortening state, compared with the non-time-shortening state, the rate of game balls entering the second start port 16 per unit time is high. Therefore, it is easy to satisfy the holding conditions of the second special game and easy to satisfy the payout conditions of the prize balls accompanying the entry of the balls into the second start port 16. That is, the high-probability time-shortening state is a state in which it is easier to satisfy the holding conditions of the second special game and easier to satisfy the payout conditions of the prize balls accompanying the entry of the balls into the second start port 16 compared with the low-probability non-time-shortening state. Therefore, the high-probability time-shortening state is a more advantageous state for the player than the low-probability non-time-shortening state. Also, the first low-probability time-shortening state is a state in which it is easier to satisfy the holding conditions of the second special game and easier to satisfy the payout conditions of the prize balls accompanying the entry of the balls into the second start port 16 compared with the low-probability non-time-shortening state. Therefore, the first low-probability time-shortening state is a more advantageous state for the player than the low-probability non-time-shortening state. Also, the second low-probability time-shortening state is a state in which it is easier to satisfy the holding conditions of the second special game and easier to satisfy the payout conditions of the prize balls accompanying the entry of the balls into the second start port 16 compared with the low-probability non-time-shortening state. Therefore, the second low-probability time-shortening state is a more advantageous state for the player than the low-probability non-time-shortening state.
[0033] When in the high-probability short state and the first low-probability short state, it is controlled to the first short state. When in the second low-probability short state, it is controlled to the second short state. As described above, the first short state has a higher normal winning probability in the normal lottery than the second short state. That is, the high-probability short state is a state in which it is easier to satisfy the reservation condition of the second special game and easier to satisfy the payout condition of the prize balls accompanying the entry of balls into the second start port 16 compared to the second low-probability short state. For this reason, the high-probability short state is a more advantageous state for the player than the second low-probability short state. Also, the first low-probability short state is a state in which it is easier to satisfy the reservation condition of the second special game and easier to satisfy the payout condition of the prize balls accompanying the entry of balls into the second start port 16 compared to the second low-probability short state. For this reason, the first low-probability short state is a more advantageous state for the player than the second low-probability short state.
[0034] Next, the setting change function in the gaming machine 10 will be described. The setting change function is a function that can change and set a set value which is information (setting information) in which the jackpot probability is determined as information related to the result of the jackpot lottery. Although it will be described in detail later, the gaming machine 10 is configured to be controllable to a setting change mode in which the set value can be changed by operating the RWM clear switch 46 and the setter 47 (shown in FIG. 5). In the setting change mode, it is possible to change the set value by operating the RWM clear switch 46 and set the set value by operating the setter 47. Thereby, in the present embodiment, the function as the setting change function is realized.
[0035] As shown in FIG. 4, in the gaming machine 10, it is possible to set any one of a plurality of set values as the setting information in which the jackpot probability is determined. Specifically, in the gaming machine 10, it is possible to set any one of a total of six levels from the first set value to the sixth set value as the plurality of set values. In the following description, "the nth set value is set" may be simply indicated as [setting n] (however, n = 1 to 6).
[0036] The jackpot probability of setting 1 is K1, the jackpot probability of setting 2 is K2, the jackpot probability of setting 3 is K3, the jackpot probability of setting 4 is K4, the jackpot probability of setting 5 is K5, and the jackpot probability of setting 6 is K6. The jackpot probabilities K1 to K6 are set as a combination of the jackpot probability when the probability variation function is not activated (low probability state) and the jackpot probability when the probability variation function is activated (high probability state), as illustrated in FIG. 4. Note that the jackpot probabilities in FIG. 4 are shown as unit fractions. And the numerical value of the denominator of the jackpot probability in FIG. 4 is the value obtained by truncating the decimal part.
[0037] Next, the jackpot will be described. The gaming machine 10 is provided with a plurality of types of jackpot symbols as special symbol jackpot symbols. Specifically, the gaming machine 10 is provided with a first jackpot symbol and a second jackpot symbol as special symbol jackpot symbols. In the gaming machine 10, the jackpot symbol is determined by a jackpot symbol lottery performed using a jackpot symbol random number when winning the jackpot in the jackpot lottery. Hereinafter, the jackpot game based on the first jackpot symbol is referred to as the "first jackpot game", and the jackpot game based on the second jackpot symbol is referred to as the "second jackpot game". In the gaming machine 10, when winning the jackpot in the jackpot lottery and the jackpot symbol is the first jackpot symbol, the first jackpot game occurs after the first jackpot symbol is derived as a result of the special game. In the gaming machine 10, when winning the jackpot in the jackpot lottery and the jackpot symbol is the second jackpot symbol, the second jackpot game occurs after the second jackpot symbol is derived as a result of the special game.
[0038] The jackpot game will be described. In a big win game, first, an opening effect that can identify the start of the big win game is performed over a predetermined opening time. In the big win game, after the elapse of the opening time, a round game for opening the big winning opening 18 is performed with a predetermined upper limit number of times as the upper limit. One round game ends when a predetermined upper limit number of game balls enter or when a predetermined upper limit time elapses. In the round game, the big winning opening 18 is opened in a predetermined opening mode. In the big win game, it is possible to acquire game balls when game balls enter the big winning opening 18. As a result, in the gaming machine 10, it is possible to increase the game balls owned by the player. Therefore, the big win game is an advantageous state for the player.
[0039] In the first big win game, the round game is performed with 5 times as the upper limit. In the second big win game, the round game is performed with 10 times as the upper limit. The amount of acquired balls obtained during the big win game corresponds to the number of round games in which it is possible to obtain balls. The number of acquired balls may be represented as the total number of game balls (bonus balls) paid out by the entry of balls into the big winning opening 18, or may be represented as the number obtained by subtracting the number of launched balls from the total number of paid-out game balls. In the present embodiment, the theoretical number of acquired balls in the second big win game is more than that in the first big win game. In each round game, a round effect is performed. In the big win game, when the final round game ends, an ending effect that can identify the end of the big win game is performed over a predetermined ending time. The big win game ends as the ending time elapses.
[0040] The gaming state after the end of the big win game will be described. In the gaming machine 10, when the result of the big win lottery is a big win, the gaming state controlled after the end of the big win game differs according to the type of big win symbol, that is, the type of big win game.
[0041] In the gaming machine 10, after the end of the first big win game, it is controlled to the first low-probability short-time state. That is, in the gaming machine 10, when the result of the big win lottery is a big win, it can be controlled to the first low-probability short-time state. In the gaming machine 10, after being controlled to the first low-probability short-time state after the end of the first big win game, until the end of the first upper limit number (100 in this embodiment) of special games after being controlled to the first low-probability short-time state, or until the next big win game occurs, it is controlled to the first low-probability short-time state. In the gaming machine 10, when the big win game does not occur after the end of the first big win game and the first upper limit number of special games ends, it is controlled to the low-probability non-short-time state. Also, in the gaming machine 10, when the big win game occurs before the end of the first upper limit number of special games after the end of the first big win game, it is controlled to the low-probability non-short-time state. Thus, in the gaming machine 10, after being controlled to the first low-probability short-time state after the end of the first big win game, it can be controlled to the first low-probability short-time state with the upper limit being until the number of executions of the special game after being controlled to the first low-probability short-time state reaches the first upper limit number.
[0042] In the gaming machine 10, after the end of the second big win game, it is controlled to the high-probability short-time state. That is, in the gaming machine 10, when the result of the big win lottery is a big win, it can be controlled to the high-probability short-time state. In the gaming machine 10, after being controlled to the high-probability short-time state after the end of the second big win game, until the end of the first upper limit number (100 in this embodiment) of special games after being controlled to the high-probability short-time state, or until the next big win game occurs, it is controlled to the high-probability short-time state. In the gaming machine 10, when the big win game does not occur after the end of the second big win game and the first upper limit number of special games ends, it is controlled to the low-probability non-short-time state. Also, in the gaming machine 10, when the big win game occurs before the end of the first upper limit number of special games after the end of the second big win game, it is controlled to the low-probability non-short-time state. Thus, in the gaming machine 10, after being controlled to the high-probability short-time state after the end of the second big win game, it can be controlled to the high-probability short-time state with the upper limit being until the number of executions of the special game after being controlled to the high-probability short-time state reaches the first upper limit number.
[0043] In addition, in the gaming machine 10, the gaming state may shift even if the result of the big win lottery is not a big win. In the gaming machine 10, when the number of executions of the special game within a predetermined period reaches the specified number (500 in this embodiment), it is controlled to the second low-probability short state. Specifically, in the gaming machine 10, after the big win game ends, when the probability state is the low-probability state without the occurrence of the big win game, and the number of executions of the special game reaches the specified number, it is controlled to the second low-probability short state. That is, in the gaming machine 10, after the first big win game ends, when the number of executions of the special game reaches 500 without the occurrence of the big win game, it is controlled to the second low-probability short state. In the gaming machine 10, after the second big win game ends, when the number of executions of the special game reaches 600 without the occurrence of the big win game, it is controlled to the second low-probability short state. After the second big win game ends, the probability state can be controlled to the high-probability state with the upper limit of the execution of the special game being the first upper limit number (100 in this embodiment). For this reason, after the second big win game ends, when the number of executions of the special game reaches the number obtained by adding the first upper limit number to the specified number (600 in this embodiment), it is controlled to the second low-probability short state. In this embodiment, the predetermined period is the period from when the probability state is the low-probability state, after the big win game ends until it is controlled to the second low-probability short state, or until the next big win game occurs after the big win game ends. The fact that the number of executions of the special game within the predetermined period reaches the specified number is an example of the establishment of specific conditions. Thus, in the gaming machine 10, even if the result of the big win lottery is not a big win, it can be controlled to the second low-probability short state when the specific conditions are satisfied.
[0044] In the gaming machine 10, after the number of times that a special game is executed within a predetermined period reaches a specified number and the gaming machine 10 is controlled to the second low-probability time-shortening state, the gaming machine 10 is controlled to the second low-probability time-shortening state from when the special game is executed within the second low-probability time-shortening state until the second upper limit number of times (700 in this embodiment) of special games is ended, or until the next jackpot game occurs. In the gaming machine 10, after the number of times that a special game is executed within a predetermined period reaches a specified number and the gaming machine 10 is controlled to the second low-probability time-shortening state, if the second upper limit number of special games is ended without a jackpot game being generated, the gaming machine 10 is controlled to the low-probability non-time-shortening state. In the gaming machine 10, after the number of times that a special game is executed within a predetermined period reaches a specified number and the gaming machine 10 is controlled to the second low-probability time-shortening state, if a jackpot game occurs before the second upper limit number of special games is ended, the gaming machine 10 is controlled to the low-probability non-time-shortening state. In this way, in the gaming machine 10, after the number of times the special game is executed within a specified period reaches a prescribed number of times and the game is controlled to the second low-probability time-shortening state, the game can be controlled to the second low-probability time-shortening state with the number of times the special game is executed after being controlled to the second low-probability time-shortening state reaching a second upper limit number.
[0045] In the gaming machine 10, there are cases where the result of the jackpot lottery is not a jackpot, and a chance symbol is derived in a special game, which triggers control to the second low-probability time-saving state. Specifically, when a chance symbol is derived in a special game when the ball-entering state is a non-time-saving state, control to the second low-probability time-saving state is triggered by the chance symbol being derived. On the other hand, when a chance symbol is derived in a special game when the ball-entering state is a time-saving state, control to the second low-probability time-saving state is not triggered by the chance symbol being derived. Note that in the gaming machine 10, control to the second low-probability time-saving state is not triggered by the loss symbol being derived in a special game when the ball-entering state is a non-time-saving state. The chance symbol being derived in a special game when the ball-entering state is a non-time-saving state is an example of a specific condition being established. In this way, in the gaming machine 10, even if the result of the jackpot lottery is not a jackpot, control to the second low-probability time-saving state is possible when a specific condition is established.
[0046] In the gaming machine 10, when the ball entry state is the non-time-limited state, if a chance symbol is derived in a special game and the machine is controlled to the second low-probability time-limited state, then until the second upper limit number of times (700 in this embodiment) of special games is completed after being controlled to the second low-probability time-limited state, or until the next jackpot game occurs, the machine is controlled to the second low-probability time-limited state. In the gaming machine 10, when the ball entry state is the non-time-limited state, if a chance symbol is derived in a special game and the machine is controlled to the second low-probability time-limited state, and if the jackpot game does not occur and the second upper limit number of times of special games is completed, the machine is controlled to the low-probability non-time-limited state. In the gaming machine 10, when the ball entry state is the non-time-limited state, if a chance symbol is derived in a special game and the machine is controlled to the second low-probability time-limited state, and if the jackpot game occurs before the second upper limit number of times of special games is completed, the machine is controlled to the low-probability non-time-limited state. Thus, in the gaming machine 10, when the ball entry state is the non-time-limited state, if a chance symbol is derived in a special game and the machine is controlled to the second low-probability time-limited state, the machine can be controlled to the second low-probability time-limited state up to the point where the number of executions of special games after being controlled to the second low-probability time-limited state reaches the second upper limit number of times.
[0047] An explanation will be given regarding the display effects that the effect display device EH can execute. In the effect display device EH, as one of the display effects, an effect game is displayed. In the effect game, a plurality of columns of effect symbols are variably displayed, and finally, a combination of effect symbols (hereinafter referred to as a symbol combination) is derived. The effect symbols are also called "ornamental symbols" or "decoration symbols". In this embodiment, the effect game is performed by variably displaying (scroll-displaying) the effect symbols in the left symbol column, the middle symbol column, and the right symbol column in a predetermined direction respectively.
[0048] The performance game starts and ends together with the special game. In the performance game, a symbol combination corresponding to the special symbol derived in the special game is derived. When a jackpot symbol is derived in the special game, a jackpot symbol combination is derived in the performance game. The jackpot symbol combination is a symbol combination in which all the performance symbols in the entire row are the same performance symbol, such as "777". When a losing symbol is derived in the special game, a non-jackpot symbol combination is derived in the performance game. When a chance symbol is derived in the special game, a non-jackpot symbol combination is derived in the performance game. The non-jackpot symbol combination is a symbol combination in which the performance symbols in at least some of the symbol rows are different from the performance symbols in other symbol rows, such as "738" or "787". The non-jackpot symbol combination derived in the performance game when a losing symbol is derived in the special game and the non-jackpot symbol combination derived in the performance game when a chance symbol is derived in the special game may be partially or entirely different, or may be entirely the same.
[0049] In the performance game, when a reach is formed, a reach performance is executed. A reach is a state in which the same performance symbol has once stopped being displayed in a plurality of specific symbol rows, and the performance symbols in other symbol rows continue to be variably displayed. In the present embodiment, the left symbol row and the right symbol row correspond to specific symbol rows, and the middle symbol row corresponds to other symbol rows. The reach performance includes a normal reach performance and a super reach performance with a higher jackpot expectation level than the normal reach performance. The jackpot expectation level can be calculated by the ratio of the appearance rate in the case of a jackpot to the overall appearance rate obtained by summing the appearance rate in the case of a non-jackpot and the appearance rate in the case of a jackpot. That is to say, the jackpot expectation level can also be said to be the probability of winning the jackpot as a result of the jackpot lottery.
[0050] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 5, the gaming machine 10 includes a main control board 40, a sub-control board 50, and a power supply unit 60. 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 main control board 40 performs various controls and outputs various control information (control commands). The sub-control board 50 controls a group of effect devices DE as effect execution means based on various control commands output by the main control board 40.
[0051] First, the main control board 40 will be described. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main CPU 42) and a storage unit. The main CPU 42 executes various processes by executing a program for main control. In the storage unit of the microprocessor 41, there is a ROM area (hereinafter referred to as the main ROM 43) where information can be read but writing is not possible, and a RWM area (hereinafter referred to as the main RWM 44) where information can be read and written.
[0052] The main ROM 43 stores determination values, tables, etc. used for various determinations and lotteries. The main ROM 43 is an example of storage means. The main ROM 43 stores a jackpot determination value used for determining whether a jackpot has been won in a jackpot lottery. The main ROM 43 stores a jackpot determination value according to the set value. The main ROM 43 stores a jackpot determination value according to the probability state. The main ROM 43 stores a jackpot symbol determination value used for jackpot symbol lottery. The main ROM 43 stores a specific opportunity determination value used for chance lottery. The chance lottery is a lottery for determining whether to derive a chance symbol in a special game. The main ROM 43 stores an effect determination value used for effect lottery. The effect lottery is a lottery for determining whether to execute a reach effect when a jackpot has not been won in a jackpot lottery.
[0053] The main ROM 43 stores multiple types of variation patterns. The variation pattern is information that can specify the variation time from the start to the end of a special game. The variation pattern is information that can specify at least part of the production content (variation content) of the production game performed during the execution of the special game. The variation patterns include a jackpot variation pattern, a losing variation pattern, and a chance variation pattern. The jackpot variation pattern is a variation pattern that finally derives a jackpot symbol combination. The losing variation pattern is a variation pattern that finally derives a non-jackpot symbol combination. The chance variation pattern is a variation pattern that finally derives a non-jackpot symbol combination.
[0054] The variation patterns include a variation pattern determinable when in the first short-time state, a variation pattern determinable when in the second short-time state, and a variation pattern determinable when in the non-short-time state. The variation pattern determinable when in the first short-time state and the variation pattern determinable when in the second short-time state are partly or entirely different. The variation pattern determinable when in the first short-time state and the variation pattern determinable when in the non-short-time state are partly or entirely different. The variation pattern determinable when in the second short-time state and the variation pattern determinable when in the non-short-time state are partly or entirely different. The variation time defined for the variation pattern determinable when in the first short-time state is shorter than, or mostly shorter than, the variation time defined for the variation pattern determinable when in the non-short-time state. The variation time defined for the variation pattern determinable when in the second short-time state is shorter than, or mostly shorter than, the variation time defined for the variation pattern determinable when in the non-short-time state. That is, the short-time state has a shorter average variation time of the special game compared to the non-short-time state. Therefore, the high-probability short-time state, the first low-probability short-time state, and the second low-probability short-time state have a shorter average variation time of the special game compared to the low-probability non-short-time state.
[0055] The main RWM 44 stores various types of information that can be rewritten according to the results of processing by the main CPU 42. The main RWM 44 is an example of a storage means. For example, the information stored in the main RWM 44 includes setting information, flags, counters, and timers. The microprocessor 41 includes a random number circuit 45 that generates a hardware random number. The microprocessor 41 may be capable of generating a software random number by means of a random number generation process by the main CPU 42. Note that the main CPU 42, the main ROM 43, the main RWM 44, and the random number circuit 45 are not limited to being configured on one chip as the microprocessor 41, and may be configured separately.
[0056] The main control board 40 is connected to the sensors SE1 to SE4. The main CPU 42 is configured to be able to input detection signals output when the sensors SE1 to SE4 detect a game ball. The main control board 40 is connected to the display units 13a to 13f. The main CPU 42 is configured to be able to control the display contents of the display units 13a to 13f. The main control board 40 is connected to the solenoids SL1, SL2. The main CPU 42 is configured to be able to control the operations of the variable members 17, 19 by controlling the operations of the solenoids SL1, SL2.
[0057] The main control board 40 includes an RWM clear switch 46, a setter 47, and a display 48. The RWM clear switch 46 includes a button configured to enable a pushing operation. The RWM clear switch 46 is in an on state when a pushing operation is performed. On the other hand, the RWM clear switch 46 is in an off state when no pushing operation is performed. The operation of the RWM clear switch 46 is, for example, a manual operation by an administrator of a game parlor. The setter 47 includes a cylindrical cylinder having a keyhole into which a setting key (key) (not shown) is inserted. The setter 47 is configured to be able to switch to either an on state in which the setting key is inserted into the keyhole and rotated in a predetermined direction or an off state in which it is not rotated in the predetermined direction. The setter 47 is configured to maintain the operation state (on state or off state) after switching using the setting key without returning it to the original state without manual operation. The setter 47 is configured such that the setting key cannot be removed from the keyhole unless the operation state is switched to the off state. The display 48 includes a 7-segment LED. The display 48 can display the setting value internally set at that time.
[0058] The main CPU 42 is connected to the RWM clear switch 46. The main CPU 42 is configured to be able to input an operation signal output when the RWM clear switch 46 is operated to the on state. The main CPU 42 is connected to the setter 47. The main CPU 42 is configured to be able to input an operation signal output when the setter 47 is operated to the on state. The main CPU 42 is connected to the display 48. The main CPU 42 is configured to be able to control the display content of the display 48.
[0059] The sub-control board 50 will be described. The sub-control board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. The sub-CPU 51 performs various processes related to the presentation by executing a program for sub-control. The sub-CPU 51 executes processes related to the execution of the presentation based on the control command input from the main CPU 42. The sub-ROM 52 stores a sub-control program, determination values used for a predetermined lottery, and the like. The sub-ROM 52 stores display presentation data used for display presentation, light emission presentation data used for light emission presentation, voice presentation data used for voice presentation, and the like.
[0060] The sub-RWM 53 stores various information that can be rewritten during the operation of the gaming machine 10. For example, the information stored in the sub-RWM 53 includes a flag, a counter, a timer, and the like. Further, the sub-control board 50 is configured to be able to generate a software random number by a random number generation process by the sub-CPU 51. Note that the sub-control board 50 may include a random number circuit and be able to generate a hardware random number.
[0061] The sub-control board 50 is connected to the decorative lamp LA. The sub-CPU 51 is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control board 50 is connected to the speaker SP. The sub-CPU 51 is configured to be able to control the output mode of the speaker SP. The sub-control board 50 is connected to the presentation display device EH. The sub-CPU 51 is configured to be able to control the display content of the presentation display device EH. The sub-CPU 51 is an example of presentation control means that executes control related to presentations that can be executed in the decorative lamp LA, the speaker SP, and the presentation display device EH.
[0062] Next, the power supply unit 60 will be described. The power supply unit 60 is provided with a power switch 60a. The power switch 60a can be operated to switch between an on state and an off state, and is configured to maintain the operation state after switching. In the present embodiment, when the power switch 60a is operated from the off state to the on state in a state where power is being supplied from an external power source to the gaming machine 10, power is supplied to each of the control boards 40 and 50. And in the present embodiment, when the power switch 60a is operated from the on state to the off state in a state where power is being supplied from an external power source to the gaming machine 10, the power supply to each of the control boards 40 and 50 is cut off. Therefore, in order to start the gaming machine 10, with the power switch 60a in the on state, start the power supply from the external power source, or with the power supply from the external power source being supplied, operate the power switch 60a from the off state to the on state. In this specification, "turn on the power" means to supply power to each of the control boards 40 and 50 by operating the power switch 60a or the like, and "cut off the power (turn off the power)" means to set a state where no power is supplied to each of the control boards 40 and 50.
[0063] The gaming machine 10 is equipped with a backup function. The backup function internally holds (backs up) various types of information related to the control of the gaming machine 10 even when the power supply from the external power source stops, and when the power supply starts, resumes the control of the gaming machine 10 based on the various types of information held.
[0064] In the present embodiment, the main RWM 44 is configured to be able to hold various types of information stored when the power is turned off for a predetermined period even when the power is turned off. The main RWM 44 is configured to be able to hold various types of information even after the power is turned off by the power supplied from a backup power source (electric double layer capacitor) (not shown) mounted on the power supply unit 60. The main RWM 44 may be a non-volatile memory that can hold the stored content even in a state where it does not receive power supply, so that it can hold various types of information even after the power is turned off.
[0065] In this embodiment, all the information stored in the main RWM 44 is subject to backup. The various types of information subject to backup in the main RWM 44 include game information related to the progress of the game and setting information that can identify the set values. For example, the game information includes information related to special games, information related to jackpot games, information related to the game state, and information related to the payout of bonus balls. As information related to special games, for example, information that can identify the first special hold number and the second special hold number, various types of random number information, information that can identify the lottery result of the jackpot lottery, information that can identify the variation pattern of the special game, information that can identify the special symbols derived in the special game, and the like. As information related to jackpot games, there is information that can identify the progress status of the jackpot game. As information related to the game state, there is information that can identify the operating status of the probability variation function and the ball entry assist function. As information related to the payout of bonus balls, there is information that can identify the number of un-paid bonus balls.
[0066] In this embodiment, the sub-RWM 53 is configured to be able to hold various types of information stored when the power is turned off for a predetermined period even when the power is turned off. The sub-RWM 53 is configured to be able to hold various types of information even after the power is turned off by the power supplied from a backup power source (not shown) mounted on the power supply unit 60. The main RWM 44 may be configured to hold various types of information even after the power is turned off because it is a non-volatile memory that can hold the stored content even in a state where it does not receive power supply. In this embodiment, all the information stored in the sub-RWM 53 is subject to backup.
[0067] Next, the power-on process will be described. When the power is turned on, the main CPU 42 first executes the power-on process. In the power-on process, depending on the operation states of the RWM clear switch 46 and the setter 47 at the time of power-on, the transition to the setting control mode (setting change mode and setting confirmation mode) and the initialization of the main RWM 44 are controlled. This will be described in detail below.
[0068] When the RWM clear switch 46 is operated to the ON state and the setter 47 is operated to the ON state, the main CPU 42 executes the main RWM clear process. In the main RWM clear process, the main CPU 42 initializes the backed-up game information while not initializing the setting information. When the main CPU 42 executes the main RWM clear process, it outputs a control command (hereinafter referred to as an initialization command) that can identify that the game information has been initialized to the sub-control board 50. Next, the main CPU 42 shifts to the setting change mode. When the main CPU 42 shifts to the setting change mode, it outputs a control command (hereinafter referred to as a setting change start command) that can identify the start of the setting change mode to the sub-control board 50.
[0069] When the main CPU 42 shifts to the setting change mode, it reads out the set value (setting information) stored in the main RWM 44 and controls the display 48 to perform a display that notifies the read set value. In the setting change mode, every time the RWM clear switch 46 is operated, the main CPU 42 changes the set value being set to loop as [Setting 1] → [Setting 2] → … → [Setting 5] → [Setting 6] → [Setting 1] → …. Every time the main CPU 42 changes the set value triggered by the operation of the RWM clear switch 46, it controls the display 48 to perform a display that notifies the changed set value.
[0070] When the setting device 47 is operated to the off state in the setting change mode, the main CPU 42 determines the set value being set at that time. When the main CPU 42 determines the set value, it stores the setting information as information capable of specifying the determined set value in the main RWM 44. In this way, the setting information stored in the main RWM 44 is information capable of specifying the set value being set. The setting information is an example of the first information. Thereafter, the main CPU 42 ends the setting change mode. When the main CPU 42 ends the setting change mode, it outputs a control command (hereinafter referred to as a set value command) capable of specifying the determined set value to the sub-control board 50. The main CPU 42 outputs a control command (hereinafter referred to as a setting change end command) capable of specifying the end of the setting change mode to the sub-control board 50. Then, the main CPU 42 ends the power-on process.
[0071] When the RWM clear switch 46 is in the off state and the setting device 47 is operated to the on state, the main CPU 42 determines whether the various types of backed-up information are normal. In the present embodiment, the determination of whether the various types of backed-up information are normal is performed by determining the state of the backup flag and the match determination of the checksum. When the various types of backed-up information are not normal, the main CPU 42 executes the main RWM clear process and outputs an initialization command to the sub-control board 50. When the various types of backed-up information are normal, the main CPU 42 does not execute the main RWM clear process. Next, the main CPU 42 shifts to the setting confirmation mode. When the main CPU 42 shifts to the setting confirmation mode, it outputs a control command (hereinafter referred to as a setting confirmation start command) capable of specifying the start of the setting confirmation mode to the sub-control board 50.
[0072] When the main CPU 42 shifts to the setting confirmation mode, it reads out the set values (setting information) stored in the main RWM 44 and controls the display 48 to perform a display for notifying the read set values. In the setting confirmation mode, even if the RWM clear switch 46 is operated, the main CPU 42 does not change the set values and does not change the display content of the display 48. When the setter 47 is operated to the off state in the setting confirmation mode, the main CPU 42 ends the setting confirmation mode. When the main CPU 42 ends the setting confirmation mode, it outputs a set value command that can specify the set values being set at that time to the sub-control board 50. The main CPU 42 outputs a control command (hereinafter referred to as a setting confirmation end command) that can specify the end of the setting confirmation mode to the sub-control board 50. Then, the main CPU 42 ends the power-on process.
[0073] When the RWM clear switch 46 is operated to the on state and the setter 47 is in the off state, the main CPU 42 executes the main RWM clear process and outputs an initialization command to the sub-control board 50. Thereafter, the main CPU 42 ends the power-on process without shifting to the setting change mode and the setting confirmation mode. At this time, the main CPU 42 outputs a set value command that can specify the set values being set at that time to the sub-control board 50.
[0074] When the RWM clear switch 46 is in the off state and the setter 47 is in the off state, the main CPU 42 does not execute the main RWM clear process. Then, the main CPU 42 ends the power-on process without shifting to the setting change mode and the setting confirmation mode. At this time, the main CPU 42 outputs a set value command that can specify the set values being set at that time to the sub-control board 50. When the power-on process is ended, the main CPU 42 permits the execution of the timer interrupt process in which various processes related to the progress of the game are executed.
[0075] Next, various processes performed by the main CPU 42 of the main control board 40 will be described. The main CPU 42 executes special symbol input processing, special symbol start processing, big win game processing, normal symbol input processing, normal symbol start processing, and normal win game processing as timer interrupt processing performed every predetermined period (4 ms in this embodiment). In this embodiment, the control commands stored in the output buffer are output to the sub-control board 50 by information output processing executed as timer interrupt processing.
[0076] First, the special symbol input processing will be described. In the special symbol input processing, the main CPU 42 determines whether a game ball has entered the first start port 15 based on whether a detection signal is input from the first start sensor SE1. When a game ball enters the first start port 15, the main CPU 42 determines whether the first special reservation number stored in the main RWM 44 is less than the upper limit number. When the first special reservation number is less than the upper limit number, the main CPU 42 adds 1 to the first special reservation number and updates it. Subsequently, the main CPU 42 controls the first special reservation display unit 13c to display information that can identify the updated first special reservation number. The main CPU 42 stores a control command (hereinafter referred to as the first reservation command) that can identify the first special reservation number in the output buffer. Thus, the reservation condition for the first special game is established when the first special reservation number is less than the upper limit number and a game ball is detected by the first start sensor SE1.
[0077] Next, the main CPU 42 acquires the random numbers generated by the random number circuit 45 and stores the random number information based on the acquired random numbers in the main RWM 44. For example, the random numbers are special winning random numbers used for jackpot draws, jackpot symbol random numbers used for determining jackpot symbols, variable pattern random numbers used for determining variable patterns, and effect judgment random numbers used for effect draws, etc. The main CPU 42 stores the random number information so that it can be specified that it is the random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves or information obtained by processing the random numbers by a predetermined method. By storing the random number information for the first special game in the main RWM 44, the gaming machine 10 can hold off on executing the first special game until the execution conditions for the first special game are satisfied. That is, the gaming machine 10 is configured to be able to hold off on executing the first special game based on the entry of a game ball into the first start port 15.
[0078] When the random number information for the first special game is stored in the main RWM 44, when no game ball has entered the first start port 15, and when the first special hold count is not less than the upper limit number, the main CPU 42 determines whether a game ball has entered the second start port 16 based on whether a detection signal is input from the second start sensor SE2. When no game ball has entered the second start port 16, the main CPU 42 ends the special symbol input process. When a game ball has entered the second start port 16, the main CPU 42 determines whether the second special hold count stored in the main RWM 44 is less than the upper limit number. When the second special hold count is not less than the upper limit number, the main CPU 42 ends the special symbol input process. When the second special hold count is less than the upper limit number, the main CPU 42 increments the second special hold count by 1 and updates it. The main CPU 42 controls the second special hold display unit 13d to display information that can identify the updated second special hold count. The main CPU 42 stores a control command (hereinafter referred to as the second hold command) that can identify the second special hold count in the output buffer. In this way, the hold condition for the second special game is satisfied when the second special hold count is less than the upper limit number and a game ball is detected by the second start sensor SE2.
[0079] Next, the main CPU 42 acquires the random number generated by the random number circuit 45 and stores the random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it can be specified that the random number information is for the second special game and the storage order of the random number information. By storing the random number information for the second special game in the main RWM 44, the gaming machine 10 can hold the execution of the second special game until the execution conditions of the second special game are satisfied. That is, the gaming machine 10 is configured to be able to hold the execution of the second special game based on the fact that a game ball has entered the second start port 16. Thereafter, the main CPU 42 ends the special symbol input process.
[0080] Next, the special symbol start process will be described. In the special symbol start process, the main CPU 42 determines whether the special game can be executed. The main CPU 42 makes an affirmative determination when it is not during the big win game and not during the execution of the special game. On the other hand, the main CPU 42 makes a negative determination when it is during the big win game or during the execution of the special game. If the special game cannot be executed, the main CPU 42 ends the special symbol start process. If the special game can be executed, the main CPU 42 determines whether the second special hold count is 1 or more. If the second special hold count is not 1 or more, the main CPU 42 determines whether the first special hold count is less than 1. If the first special hold count is less than 1, the main CPU 42 ends the special symbol start process.
[0081] If the first special reserved number is not less than 1, the main CPU 42 performs a process of executing the first special game. Specifically, the main CPU 42 subtracts 1 from the first special reserved number and updates it. The main CPU 42 controls the first special reserved display unit 13c to display information that can identify the updated first special reserved number. Then, the main CPU 42 conducts a jackpot lottery. Specifically, the main CPU 42 acquires, from the main RWM 44, the earliest stored random number information among the random number information for the first special game. Subsequently, the main CPU 42 conducts a jackpot lottery to determine whether to win the jackpot using the special winning random number and the jackpot determination value specified from the acquired random number information. In this embodiment, the possible numerical values of the special winning random number are from 0 to 65535.
[0082] The main CPU 42 conducts a jackpot lottery according to the set value and the current probability state. That is, as illustrated in FIG. 4, the main CPU 42 conducts a jackpot lottery so as to win the jackpot with a jackpot probability corresponding to the set value. Specifically, the main CPU 42 specifies the set value set by the setting information stored in the main RWM 44. The main CPU 42 conducts a jackpot lottery using the specified set value and the jackpot determination value corresponding to the current probability state. The jackpot lottery is an example of an internal lottery.
[0083] For example, when it is setting 1 and in the low probability state, the main CPU 42 determines that it is a jackpot when the numerical value of the acquired special winning random number is a numerical value (0 to 217) less than or equal to the jackpot determination value (217 in this embodiment) in the low probability state of setting 1. That is, when it is setting 1 and in the low probability state, the jackpot probability is "218 / 65536 (shown as '1 / 300' in FIG. 4)". For example, when it is setting 1 and in the high probability state, the main CPU 42 determines that it is a jackpot when the numerical value of the acquired special winning random number is a numerical value (0 to 1091) less than or equal to the jackpot determination value (1091 in this embodiment) in the high probability state of setting 1. That is, when it is setting 1 and in the high probability state, the jackpot probability is "1092 / 65536 (shown as '1 / 60' in FIG. 4)".
[0084] For example, when it is setting 6 and in the low-probability state, the main CPU 42 determines a jackpot when the value of the special-win random number obtained is a value (0 to 261) equal to or less than the jackpot determination value for the low-probability state of setting 6 (261 in this embodiment). That is, when it is setting 6 and in the low-probability state, the jackpot probability is "262 / 65536 (shown as '1 / 250' in FIG. 4)". For example, when it is setting 6 and in the high-probability state, the main CPU 42 determines a jackpot when the value of the special-win random number obtained is a value (0 to 1309) equal to or less than the jackpot determination value for the high-probability state of setting 6 (1309 in this embodiment). That is, when it is setting 6 and in the high-probability state, the jackpot probability is "1310 / 65536 (shown as '1 / 50' in FIG. 4)". Note that for settings 2 to 5 as well, the jackpot determination values are determined so as to result in the jackpot probabilities illustrated in FIG. 4. That is, the main CPU 42 performs jackpot lottery using the jackpot determination value corresponding to the setting information that can specify the set setting value. There are multiple types of jackpot determination values according to the set settings. The jackpot determination value is an example of the second information. The jackpot determination value is an example of the special information. In this way, the gaming machine 10 is configured to be able to execute jackpot lottery based on the information stored in the main ROM 43 and the main RWM 44.
[0085] When winning the jackpot, the main CPU 42 performs jackpot game processing. In the jackpot game processing, the main CPU 42 conducts a jackpot symbol lottery using the jackpot symbol random number and the jackpot symbol determination value that can be specified from the random number information, and determines the jackpot symbol to be derived in the first special game. Note that the jackpot symbol determination value is the same value regardless of the set value. That is, the jackpot symbol determination value is the same value regardless of whether the set value is any one of 1 to 6. Not limited to this, the jackpot symbol determination value may be different values according to the set value. After determining the type of the variation pattern table, the main CPU 42 executes a process of determining a variation pattern based on the determined variation pattern table (hereinafter referred to as the variation pattern determination process). The variation pattern determination process will be described later. By executing the variation pattern determination process, the main CPU 42 determines the jackpot variation pattern. Thereafter, the main CPU 42 ends the special symbol start process.
[0086] When not winning the jackpot, the main CPU 42 conducts a chance lottery using the special winning random number and the specific opportunity determination value specified from the acquired random number information. In this embodiment, the random number information used for the chance lottery is the same as the random number information used for the jackpot lottery. And the specific opportunity determination value is different from the value defined as the jackpot determination value among the values within the range that the random number information can take in the jackpot lottery and the chance lottery. Not limited to this, the main CPU 42 may conduct a chance lottery using random number information different from the random number information used for the jackpot lottery and the specific opportunity determination value. In this embodiment, the probability of winning the chance lottery is lower than the probability of winning the jackpot lottery. In this embodiment, the probability of winning the chance lottery is 1 / 400 in any of settings 1 to 6. The chance lottery is an example of an internal lottery.
[0087] If the main CPU 42 wins the chance lottery, it performs chance game processing. In the chance game processing, the main CPU 42 determines the chance symbol to be derived in the first special game. In this embodiment, there is one type of chance symbol. However, the chance symbol may be two or more types. The main CPU 42 determines the chance variation pattern by executing variation pattern determination processing. Then, the main CPU 42 ends the special symbol start processing.
[0088] If the main CPU 42 does not win the chance lottery, it performs losing game processing. In the losing game processing, the main CPU 42 determines the losing symbol to be derived in the first special game. The main CPU 42 performs a production lottery and determines whether to execute a reach production. The main CPU 42 determines the losing variation pattern by executing variation pattern determination processing. Then, the main CPU 42 ends the special symbol start processing.
[0089] When the second special hold count is 1 or more, the main CPU 42 performs processing to execute the second special game. The processing to execute the second special game is the same as the processing to execute the first special game, but with "first special game" replaced by "second special game", "first special hold count" replaced by "second special hold count", "first special hold display section 13c" replaced by "second special hold display section 13d", and "first start port 15" replaced by "second start port 16". Therefore, a detailed description thereof is omitted. That is, after the main CPU 42 performs subtraction of the second special hold count, jackpot lottery, chance lottery, and any game processing based on the results of the jackpot lottery and chance lottery, it ends the special symbol start processing. As described above, in the gaming machine 10 of this embodiment, when a game ball enters the first start port 15 or the second start port 16, the main CPU 42 performs a jackpot lottery and a chance lottery by executing special symbol input processing and special symbol start processing. The jackpot lottery is an example of a special lottery.
[0090] The variation pattern determination processing will be described. In the variable pattern determination process, the main CPU 42 determines a variable pattern table according to the controlled game state, the number of times of executing a special game after the jackpot game ends (hereinafter referred to as the number of times after jackpot), and the second special hold count. The number of times after jackpot is the number of times of the special game started without the occurrence of a jackpot game after the jackpot game ends. In the special symbol start process, when the main CPU 42 subtracts 1 from the first special hold count or the second special hold count, it adds 1 to the number of times after jackpot and stores it in the main RWM 44.
[0091] When controlled to the low-probability non-time-short state, the main CPU 42 determines the variable pattern table HTB01 regardless of the number of times after jackpot and the second special hold count. That is, the main CPU 42 determines the variable pattern table HTB01 regardless of the value of the number of times after jackpot. The main CPU 42 determines the variable pattern table HTB01 regardless of whether the second special hold count is any of 1 to 4. Not limited to this, when controlled to the low-probability non-time-short state, the main CPU 42 may determine different variable pattern tables according to the number of times after jackpot and the second special hold count. Also, when controlled to the low-probability non-time-short state, the main CPU 42 may determine different variable pattern tables according to the number of times after jackpot and the first special hold count.
[0092] When controlled to the high-probability time-short state, the number of times after jackpot is less than the first upper limit number, and the second special hold count is 2 or less, the main CPU 42 determines the variable pattern table HTB02. When controlled to the high-probability time-short state, the number of times after jackpot is less than the first upper limit number, and the second special hold count is 3 or more, the main CPU 42 determines the variable pattern table HTB03. When controlled to the high-probability time-short state and the number of times after jackpot is the first upper limit number, the main CPU 42 determines the variable pattern table HTB04 regardless of the second special hold count. That is, when controlled to the high-probability time-short state and the number of times after jackpot is the first upper limit number, the main CPU 42 determines the variable pattern table HTB04 regardless of whether the second special hold count is any of 1 to 4.
[0093] When it is controlled in the first low-probability short state, the number of times after a big win is less than the first upper limit number, and the second special reserved number is 2 or less, the main CPU 42 determines the variable pattern table HTB02. When it is controlled in the first low-probability short state, the number of times after a big win is less than the first upper limit number, and the second special reserved number is 3 or more, the main CPU 42 determines the variable pattern table HTB03. When it is controlled in the first low-probability short state and the number of times after a big win is the first upper limit number, the main CPU 42 determines the variable pattern table HTB04 regardless of the second special reserved number. That is, when it is controlled in the first low-probability short state and the number of times after a big win is the first upper limit number, the main CPU 42 determines the variable pattern table HTB04 regardless of whether the second special reserved number is 1 to 4.
[0094] Thus, when it is controlled in the high-probability short state or the first low-probability short state, when the special game of the number of times less than the first upper limit number (the 1st to 99th times in this embodiment) after the big win game ends is executed, the variable pattern table HTB02 or the variable pattern table HTB03 is determined. On the other hand, when it is controlled in the high-probability short state or the first low-probability short state, when the special game of the first upper limit number of times (the 100th time in this embodiment) after the big win game ends is executed, the variable pattern table HTB04 is determined. That is, when it is controlled in the first low-probability short state, one of the variable pattern tables HTB02 to HTB04 is determined according to the number of times the special game is executed after being controlled in the first low-probability short state. Similarly, when it is controlled in the high-probability short state, one of the variable pattern tables HTB02 to HTB04 is determined according to the number of times the special game is executed after being controlled in the high-probability short state.
[0095] When it is controlled in the second low-probability short state and the second special reserved number is 2 or less, the main CPU 42 determines the variation pattern table HTB05 regardless of the number of times after a big win. That is, when it is controlled in the second low-probability short state and the second special reserved number is 2 or less, the main CPU 42 determines the variation pattern table HTB05 regardless of the value of the number of times after a big win. When it is controlled in the second low-probability short state and the second special reserved number is 3 or more, the main CPU 42 determines the variation pattern table HTB06 regardless of the number of times after a big win. That is, when it is controlled in the second low-probability short state and the second special reserved number is 3 or more, the main CPU 42 determines the variation pattern table HTB06 regardless of the value of the number of times after a big win.
[0096] When it is controlled in the second low-probability short state, when a special game is executed at the number of times less than the second upper limit number of times after being controlled in the second low-probability short state (the first to 699th times in this embodiment), the variation pattern table HTB05 or the variation pattern table HTB06 is determined. Also, when it is controlled in the second low-probability short state, when a special game is executed at the second upper limit number of times (the 700th time in this embodiment) after being controlled in the second low-probability short state, the variation pattern table HTB05 or the variation pattern table HTB06 is determined. Thus, when it is controlled in the second low-probability short state, the variation pattern table HTB05 or the variation pattern table HTB06 is determined regardless of the number of times the special game is executed after being controlled in the second low-probability short state. That is, when it is controlled in the second low-probability short state, the variation pattern table HTB05 or the variation pattern table HTB06 is determined regardless of whether the number of times the special game is executed after being controlled in the second low-probability short state is any number from 1 to 700.
[0097] As shown in FIGS. 6(a) to 6(d), FIG. 7(a), and FIG. 7(b), the main CPU 42 determines a variation pattern based on the determined variation pattern table. In addition, the main CPU 42 determines a variation pattern based on the determined special symbol and the result of the effect lottery. There are multiple types of variation patterns. And for each of the multiple variation patterns, a variation time for a special game is predetermined.
[0098] For example, when the variation pattern table HTB01 is determined and the special symbol is a losing symbol and the effect lottery is not won, the main CPU 42 determines the variation pattern HP11. For example, when the variation pattern table HTB01 is determined and the special symbol is a losing symbol and the effect lottery is won, the main CPU 42 determines either the variation pattern HP12 or the variation pattern HP13. In this case, the main CPU 42 determines which of the variation pattern HP12 and the variation pattern HP13 to select by lottery.
[0099] For example, when the variation pattern table HTB01 is determined and the special symbol is a chance symbol, the main CPU 42 determines the variation pattern HP14. For example, when the variation pattern table HTB01 is determined and the special symbol is a big win symbol, the main CPU 42 determines either the variation pattern HP15 or the variation pattern HP16. In this case, the main CPU 42 determines which of the variation pattern HP15 and the variation pattern HP16 to select by lottery.
[0100] When the variable pattern table HTB02 or the variable pattern table HTB03 is determined, the main CPU 42 determines a variable pattern based on the determined special symbol and the result of the effect lottery, in the same manner as when the variable pattern table HTB01 is determined. When the variable pattern table HTB04 is determined, the main CPU 42 determines a variable pattern based on the determined special symbol regardless of the result of the effect lottery. For example, when the special symbol is a losing symbol, the main CPU 42 determines the variable pattern HP41 regardless of whether the result of the effect lottery is a win or a loss. For example, when the special symbol is a chance symbol, the main CPU 42 determines the variable pattern HP42. For example, when the special symbol is a big win symbol, the main CPU 42 determines the variable pattern HP43. When the variable pattern table HTB05 or the variable pattern table HTB06 is determined, the main CPU 42 determines a variable pattern based on the determined special symbol and the result of the effect lottery, in the same manner as when the variable pattern table HTB01 is determined.
[0101] As described above, the gaming machine 10 is configured such that the average variable time of the special game varies according to the controlled gaming state. For example, when controlled to be in any of the first low probability short state, the high probability short state, and the second low probability short state, the average variable time of the special game is shorter than when controlled to be in the low probability non-short state. In the gaming machine 10, the average variable time is different between when the first upper limit number of special games is executed after being controlled to be in either the high probability short state or the first low probability short state, and when the second upper limit number of special games is executed after being controlled to be in the second low probability short state.
[0102] When the first special game of the first upper limit number of times is executed after being controlled to either the high-probability short state or the first low-probability short state, regardless of the second special hold number and the determined special symbol, the variation time of the same special game (5 seconds in this embodiment) is determined. That is, the variation time of the first special game of the first upper limit number of times after being controlled to either the high-probability short state or the first low-probability short state is the same regardless of whether the number of special games held based on the entry of the game ball into the second start port 16 when the special game is executed is any of 1 to 4. The variation time of the first special game of the first upper limit number of times after being controlled to either the high-probability short state or the first low-probability short state is the same regardless of whether the determined special symbol when the special game is executed is a big win symbol, a losing symbol, or a chance symbol.
[0103] When the second special game of the second upper limit number of times is executed after being controlled to the second low-probability short state, different variation times of the special game (any of 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, and 35 seconds in this embodiment) are determined according to the second special hold number and the determined special symbol. That is, the variation time of the second special game of the second upper limit number of times after being controlled to the second low-probability short state varies depending on the number of special games held based on the entry of the game ball into the second start port 16 when the special game is executed.
[0104] And when a losing symbol is derived as a result of the first upper limit number of special games after being controlled to either the high probability short time state or the first low probability short time state, the variation time of the special game at this time is different from the variation time of the special game when a losing symbol is derived as a result of the second upper limit number of special games after being controlled to the second low probability short time state. When a chance symbol is derived as a result of the first upper limit number of special games after being controlled to either the high probability short time state or the first low probability short time state, the variation time of the special game at this time is different from the variation time of the special game when a chance symbol is derived as a result of the second upper limit number of special games after being controlled to the second low probability short time state. When a big win symbol is derived as a result of the first upper limit number of special games after being controlled to either the high probability short time state or the first low probability short time state, the variation time of the special game at this time is different from the variation time of the special game when a big win symbol is derived as a result of the second upper limit number of special games after being controlled to the second low probability short time state. The average variation time of the first upper limit number of special games after being controlled to either the high probability short time state or the first low probability short time state is shorter than the average variation time of the second upper limit number of special games after being controlled to the second low probability short time state.
[0105] The main CPU 42 stores a variation start command and a special symbol command in the output buffer in the big win game process, the chance game process, or the losing game process. The variation start command is a control command that can specify the variation pattern determined in each game process and the start of the special game (production game). The special symbol command is a control command that can specify the special symbol determined in each game process. Note that the variation start command and the special symbol command are different control commands when the game process of the first special game is executed and when the game process of the second special game is executed.
[0106] When the special symbol start process ends, the main CPU 42 causes the first special game or the second special game to be executed by a process different from the special symbol start process. Specifically, when the main CPU 42 causes the first special game to be executed, it controls the first special symbol display unit 13a to start the variable display of a predetermined symbol. The main CPU 42 measures the variable time defined in the variable pattern. When the variable time defined in the variable pattern has elapsed, the main CPU 42 controls the first special symbol display unit 13a to derive the special symbol determined in the special symbol start process. At this time, the main CPU 42 stores information (hereinafter referred to as stop symbol information) that can identify the derived special symbol in the main RWM 44. When the variable time defined in the variable pattern has elapsed, the main CPU 42 stores a control command (hereinafter referred to as a variable end command) that can identify the end of the special game in the output buffer. As described above, the gaming machine 10 can execute the first special game when a game ball enters the first start port 15.
[0107] When the main CPU 42 causes the second special game to be executed, it controls the second special symbol display unit 13b to start the variable display of a predetermined symbol. The main CPU 42 measures the variable time defined in the variable pattern. When the variable time defined in the variable pattern has elapsed, the main CPU 42 controls the second special symbol display unit 13b to derive the special symbol determined in the special symbol start process. At this time, the main CPU 42 stores the stop symbol information in the main RWM 44. When the variable time defined in the variable pattern has elapsed, the main CPU 42 stores the variable end command in the output buffer. As described above, the gaming machine 10 can execute the second special game when a game ball enters the second start port 16.
[0108] Next, the jackpot game process will be described. The jackpot game process is a process for awarding a jackpot game. When the main CPU 42 causes a jackpot symbol to be derived in a special game, it executes the jackpot game process after the end of the special game. The main CPU 42 identifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start process. The main CPU 42 awards the identified type of jackpot game.
[0109] First, the main CPU 42 stores a control command (hereinafter referred to as an opening command) that can identify the start of the opening time in the output buffer. When the opening time has elapsed, the main CPU 42 performs a process for executing a round game. That is, the main CPU 42 controls the special solenoid SL2 using the opening control data for the identified jackpot game to set the big winning port 18 to the first state. When the number of game balls detected by the special winning sensor SE3 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the main CPU 42 controls the special solenoid SL2 to set the big winning port 18 to the second state, thereby ending the round game. The main CPU 42 repeats the process for executing such a round game until the round games up to the upper limit number defined for the jackpot game are completed. Each time the main CPU 42 starts a round game, it stores a control command (hereinafter referred to as a round command) that can identify the start of the round game in the output buffer. When the main CPU 42 ends the last round game, it stores a control command (hereinafter referred to as an ending command) that can identify the start of the ending time in the output buffer. When the ending time has elapsed, the main CPU 42 ends the jackpot game.
[0110] Next, the process performed by the main CPU 42 to shift the game state will be described. In the present embodiment, the main CPU 42 that performs the process for shifting the game state functions as game state control means for controlling the game state.
[0111] When the main CPU 42 shifts to the probability state and the ball entry state, it updates the game state information and stores it in the main RWM 44. Specifically, when the main CPU 42 controls to the low probability state and the non-time shortening state, it stores the low probability non-time shortening information in the main RWM 44 as the game state information. At this time, the main CPU 42 stores a control command (hereinafter referred to as the low probability non-time shortening command) that can identify being controlled to the low probability non-time shortening state in the output buffer. When the main CPU 42 controls to the high probability state and the first time shortening state, it stores the high probability time shortening information in the main RWM 44 as the game state information. At this time, the main CPU 42 stores a control command (hereinafter referred to as the high probability time shortening command) that can identify being controlled to the high probability time shortening state in the output buffer. When the main CPU 42 controls to the low probability state and the first time shortening state, it stores the first low probability time shortening information in the main RWM 44 as the game state information. At this time, the main CPU 42 stores a control command (hereinafter referred to as the first low probability time shortening command) that can identify being controlled to the first low probability time shortening state in the output buffer. When the main CPU 42 controls to the low probability state and the second time shortening state, it stores the second low probability time shortening information in the main RWM 44 as the game state information. At this time, the main CPU 42 stores a control command (hereinafter referred to as the second low probability time shortening command) that can identify being controlled to the second low probability time shortening state in the output buffer.
[0112] When the main CPU 42 ends the second big win game, it sets a high probability flag in the main RWM 44. That is, the main CPU 42 controls to the high probability state. On the other hand, when the main CPU 42 ends the first big win game, it does not set a high probability flag in the main RWM 44. That is, the main CPU 42 controls to the low probability state. Also, even if the number of executions of the special game within a predetermined period reaches the specified number (500 in this embodiment), the main CPU 42 does not set a high probability flag in the main RWM 44. That is, the main CPU 42 controls to the low probability state. Further, even if a chance symbol is derived in the special game, the main CPU 42 does not set a high probability flag in the main RWM 44. That is, the main CPU 42 controls to the low probability state. When the main CPU 42 starts a big win game and the high probability flag is set, it erases the high probability flag. That is, during the big win game, the main CPU 42 controls to the low probability state.
[0113] When the main CPU 42 ends the first big win game or the second big win game, it sets a first short flag in the main RWM 44. That is, the main CPU 42 controls to the first short state. When the main CPU 42 ends a big win game, it causes the main RWM 44 to store the first short initial number (0 in this embodiment) as the first short count. The first short count is information that can identify the number of executions of the special game after being controlled to the high probability short state. The first short count is also information that can identify the remaining number of special games that can be executed in the high probability short state when no big win game occurs after being controlled to the high probability short state. Also, the first short count is information that can identify the number of executions of the special game after being controlled to the first low probability short state. The first short count is also information that can identify the remaining number of special games that can be executed in the first low probability short state when no big win game occurs after being controlled to the first low probability short state. The main CPU 42 stores a control command (hereinafter referred to as the first short count command) that can identify the first short count in the output buffer.
[0114] After the end of the first big win game or the second big win game, each time the main CPU 42 ends a special game, it updates (in this embodiment, adds 1) the number of first temporary short times stored in the main RWM 44. When the main CPU 42 updates the number of first temporary short times, it stores in the output buffer a first temporary short time command that can identify the updated number of first temporary short times. When the updated number of first temporary short times reaches the first upper limit number (100 in this embodiment), the main CPU 42 erases the first temporary short flag. That is, the main CPU 42 controls to the non-temporary short state. Also, when the updated number of first temporary short times reaches the first upper limit number, the main CPU 42 erases the high probability flag. That is, the main CPU 42 controls to the low probability state. Therefore, when the updated number of first temporary short times reaches the first upper limit number, the main CPU 42 controls to the low probability non-temporary short state.
[0115] In this way, each time the special game ends in the high probability temporary short state or the first low probability temporary short state, the main CPU 42 updates the number of first temporary short times. By updating the number of first temporary short times, the main CPU 42 counts the number of executions of the special game after being controlled to the high probability temporary short state. By updating the number of first temporary short times, the main CPU 42 counts the number of executions of the special game after being controlled to the first low probability temporary short state. And when the number of first temporary short times reaches the first upper limit number, the main CPU 42 can control to the low probability non-temporary short state. The number of first temporary short times is an example of a first specific number. The first upper limit number is an example of a first end number. As described above, the main CPU 42 counts the number of first temporary short times that can be updated when the special game is executed in the high probability temporary short state. The main CPU 42 counts the number of first temporary short times that can be updated when the special game is executed in the first low probability temporary short state. In this embodiment, the main CPU 42 is an example of a counting means for counting a predetermined number. And the main CPU 42 is an example of a first counting means for counting the number of first temporary short times. In the following description, the "special game when the number of first temporary short times reaches the first upper limit number in the high probability temporary short state and the first low probability temporary short state" is referred to as the "first upper limit variation game". That is, in the following description, the "special game of the first upper limit number after being controlled to either the high probability temporary short state or the first low probability temporary short state" is referred to as the "first upper limit variation game".
[0116] When the main CPU 42 starts a jackpot game and the first short-time flag is set, the main CPU 42 clears the first short-time flag. That is, during the jackpot game, the main CPU 42 controls the non-short-time state. In other words, after the end of the first or second jackpot game, if a jackpot game occurs before the first short-time count reaches the first upper limit count, it is controlled to the low-probability non-short-time state even if the first short-time count has not reached the first upper limit count. In the first upper limit variation game, when a losing symbol or a chance symbol is derived as the result of the first upper limit variation game, it is controlled to the low-probability non-short-time state when the first short-time count reaches the first upper limit count. In this way, when the main CPU 42 sets the special game when the first short-time count reaches the first upper limit count in the high-probability short-time state and the first low-probability short-time state as the first upper limit variation game, it can be controlled from the high-probability short-time state and the first low-probability short-time state to the low-probability non-short-time state when the first upper limit variation game ends. Also, in the first upper limit variation game, regardless of whether the result of the first upper limit variation game is a jackpot symbol, a losing symbol, or a chance symbol, the high-probability short-time state and the first low-probability short-time state end. That is, in the gaming machine 10, the high-probability short-time state and the first low-probability short-time state end regardless of the result of the jackpot lottery when the first upper limit variation game is executed.
[0117] When the number of executions of the special game within a predetermined period reaches the specified number (500 in this embodiment), the main CPU 42 sets the second short-time flag in the main RWM 44. That is, the main CPU 42 controls to the second short-time state. Specifically, when the main CPU 42 ends the jackpot game, it causes the main RWM 44 to store the initial operation count (0 in this embodiment) as the operation count. The operation count is information that can identify the number of executions of the special game within a predetermined period. That is, the operation count is information that can identify the number of executions of the special game when the probability state is the low-probability state during the period from the end of the jackpot game to the occurrence of the jackpot game.
[0118] When the main CPU 42 causes the main RWM 44 to store the initial operation count as the operation count, it stores a control command (hereinafter referred to as an operation count command) that can specify the operation count in the output buffer. Then, after the end of the big win game, when the probability state is the low probability state, every time the main CPU 42 ends a special game, it updates (in this embodiment, increments by 1) the operation count stored in the main RWM 44. When the main CPU 42 updates the operation count, it stores an operation count command that can specify the updated operation count in the output buffer. When the updated operation count reaches the specified count, the main CPU 42 sets a second time shortening flag in the main RWM 44. That is, the main CPU 42 controls to enter the second time shortening state. In this way, when the operation count reaches the specified count, the main CPU 42 controls to enter the second time shortening state and then controls to enter the second low probability time shortening state.
[0119] When a chance symbol is derived in the special game, the main CPU 42 may set the second time shortening flag in the main RWM 44. That is, the main CPU 42 may control to enter the second time shortening state. Specifically, when the probability state is the low probability state, the ball entry state is the non-time shortening state, and the stop symbol information stored in the main RWM 44 is the chance symbol, the main CPU 42 sets the second time shortening flag in the main RWM 44. That is, the main CPU 42 controls to enter the second low probability time shortening state.
[0120] When the main CPU 42 controls to enter the second low probability time shortening state, it causes the main RWM 44 to store the second initial time shortening count (0 in this embodiment) as the second time shortening count. The second time shortening count is information that can specify the number of times the special game has been executed after being controlled to enter the second low probability time shortening state. The second time shortening count is also information that can specify the remaining number of special games that can be executed in the second low probability time shortening state when a big win game does not occur after being controlled to enter the second low probability time shortening state. At this time, the main CPU 42 stores a control command (hereinafter referred to as a second time shortening count command) that can specify the second time shortening count in the output buffer.
[0121] After controlling the main CPU 42 to enter the second low-probability short-time state, each time the special game is ended, the main CPU 42 updates (in this embodiment, adds 1) the second short-time count stored in the main RWM 44. When the main CPU 42 updates the second short-time count, it stores in the output buffer a second short-time count command that can identify the updated second short-time count. When the updated second short-time count reaches the second upper limit count (700 in this embodiment), the main CPU 42 erases the second short-time flag. That is, the main CPU 42 controls to enter the non-short-time state. Therefore, when the updated second short-time count reaches the second upper limit count, the main CPU 42 controls to enter the low-probability non-short-time state.
[0122] As described above, each time the special game ends in the second low-probability short-time state, the main CPU 42 updates the second short-time count. By updating the second short-time count, the main CPU 42 counts the number of times the special game has been executed after being controlled to enter the second low-probability short-time state. When the second short-time count reaches the second upper limit count, the main CPU 42 can control to enter the low-probability non-short-time state. The second short-time count is an example of the second specific number. The second upper limit count is an example of the second end number. As described above, the main CPU 42 counts the second short-time count that can be updated when the special game is executed in the second low-probability short-time state. In this embodiment, the main CPU 42 is an example of the second counting means for counting the second short-time count. In the following description, the "special game when the second short-time count reaches the second upper limit count in the second low-probability short-time state" is referred to as the "second upper limit variation game". That is, in the following description, the "special game up to the second upper limit count after being controlled to enter the second low-probability short-time state" is referred to as the "second upper limit variation game".
[0123] When the main CPU 42 starts a big win game and the second short-time flag is set, the main CPU 42 clears the second short-time flag. That is, during the big win game, the main CPU 42 controls the non-short-time state. In other words, if a big win game occurs after being controlled to the second low-probability short-time state and before the second short-time count reaches the second upper limit count, it is controlled to the low-probability non-short-time state even if the second short-time count has not reached the second upper limit count. In the second upper limit variation game, when a losing symbol or a chance symbol is derived as the result of the second upper limit variation game, it is controlled to the low-probability non-short-time state when the second short-time count reaches the second upper limit count. In this way, when the main CPU 42 sets the special game when the second short-time count reaches the second upper limit count in the second low-probability short-time state as the second upper limit variation game, it can be controlled from the second low-probability short-time state to the low-probability non-short-time state when the second upper limit variation game ends. Also, in the second upper limit variation game, regardless of whether the result of the second upper limit variation game is a big win symbol, a losing symbol, or a chance symbol, the second low-probability short-time state ends. That is, in the gaming machine 10, the second low-probability short-time state ends regardless of the result of the big win lottery when the second upper limit variation game is executed.
[0124] Next, the normal symbol input process performed by the main CPU 42 will be described. In the normal symbol input process, the main CPU 42 determines whether a game ball has passed through (entered) the gate 25 based on whether a detection signal is input from the normal start sensor SE4. If the game ball has not passed through the gate 25, the main CPU 42 ends the normal symbol input process. On the other hand, if the game ball has passed through the gate 25, the main CPU 42 determines whether the normal hold count stored in the main RWM 44 is less than the upper limit count. If the normal hold count is not less than the upper limit count, the main CPU 42 ends the normal symbol input process. If the normal hold count is less than the upper limit count, the main CPU 42 increments the normal hold count by 1 and updates it. The main CPU 42 controls the normal hold display unit 13f to display information that can identify the updated normal hold count.
[0125] Next, the main CPU 42 acquires the random number generated by the random number circuit 45, and stores the random number information based on the acquired random number in the main RWM 44. The main CPU 42 stores the random number information so that it can be specified that the random number information is for the normal game and the storage order of the random number information. After that, the main CPU 42 ends the normal symbol input process. By storing the random number information used in the normal game in the main RWM 44, the gaming machine 10 can suspend the execution of the normal game until the execution conditions of the normal game are satisfied.
[0126] Next, the normal symbol start process performed by the main CPU 42 will be described. In the normal symbol start process, the main CPU 42 determines whether the execution conditions for the normal game are satisfied. The main CPU 42 makes an affirmative determination when it is not during a normal win game and not during the execution of the normal game, while making a negative determination when it is during a normal win game or during the execution of the normal game. If the execution conditions for the normal game are not satisfied, the main CPU 42 ends the normal symbol start process. If the execution conditions for the normal game are satisfied, the main CPU 42 determines whether the normal hold count is greater than 0. If the normal hold count is 0, the main CPU 42 ends the normal symbol start process. If the normal hold count is greater than 0, the main CPU 42 performs a process to execute the normal game. Specifically, the main CPU 42 decrements and updates the normal hold count by 1. The main CPU 42 controls the normal hold display unit 13f to display information that can identify the updated normal hold count. Next, the main CPU 42 acquires the earliest stored random number information from the main RWM 44 among the random number information for the normal game. Subsequently, the main CPU 42 performs a normal lottery (normal win determination) to determine whether to win normally using the acquired random number information. The normal lottery is an example of an internal lottery. Note that the main CPU 42 performs the normal lottery with a normal win probability corresponding to the current ball entry state (any one of the non-time-limited state, the first time-limited state, and the second time-limited state), and determines whether it has won normally. The normal win probability in the first time-limited state is higher than that in the non-time-limited state and the second time-limited state. That is, when it is in the first time-limited state, it is easier to win normally than when it is in the non-time-limited state and the second time-limited state. Note that the normal win probability in the second time-limited state is the same as that in the non-time-limited state.
[0127] When winning a normal win, after determining the normal win symbol to be fixedly stopped and displayed in the normal game and the variable time of the normal game, the main CPU 42 ends the normal symbol start process. When not winning a normal win, after determining the normal loss symbol to be fixedly stopped and displayed in the normal game and the variable time of the normal game, the main CPU 42 ends the normal symbol start process. In the present embodiment, the variable time of the normal game in the time-saving state is shorter than the variable time of the normal game in the non-time-saving state. Therefore, in the time-saving state, the number of times of normal lottery executed per unit time is likely to be larger than in the non-time-saving state. As a result, in the time-saving state, the number of times of winning a normal win per unit time is likely to be larger than in the non-time-saving state. Therefore, the time-saving state has a higher degree of advantage related to the entry of game balls into the second start port 16 than the non-time-saving state. After ending the normal symbol start process, the main CPU 42 causes the normal game to be executed by a process different from the normal symbol start process. Specifically, the main CPU 42 starts the normal game and controls the normal symbol display unit 13e so that the normal symbol determined in the normal symbol start process is fixedly stopped and displayed when the variable time determined in the normal symbol start process has elapsed.
[0128] Next, the normal win game process performed by the main CPU 42 will be described. The normal win game process is a process for granting a normal win game. When the main CPU 42 causes a normal winning symbol to be derived in a normal game, it executes normal winning game processing after the end of the normal winning normal game. In the normal winning game processing, when in the time-saving state, the main CPU 42 controls the normal solenoid SL1 so that the normal variable member 17 operates in the operation mode when in the time-saving state. When the main CPU 42 is in the non-time-saving state, it controls the normal solenoid SL1 so that the normal variable member 17 operates in the operation mode when in the non-time-saving state. In the present embodiment, the operation mode of the normal variable member 17 when in the time-saving state is such that, compared with the operation mode of the normal variable member 17 when in the non-time-saving state, the number of times the normal variable member 17 becomes the first state is more in one normal winning game, and the time for the normal variable member 17 to become the first state is longer. Therefore, when the normal variable member 17 is operated in the operation mode when in the time-saving state, it is easier to let a game ball enter the second starting port 16 than when the normal variable member 17 is operated in the operation mode when in the non-time-saving state. That is, when in the time-saving state, the degree of advantage related to the entry of the game ball into the second starting port 16 is higher than when in the non-time-saving state.
[0129] Next, the winning process performed by the main CPU 42 will be described. When the main CPU 42 receives a detection signal from the first start sensor SE1, it performs control to grant a predetermined number (3 in this embodiment) of game balls. At this time, the main CPU 42 stores in the output buffer a control command (hereinafter referred to as the first winning command) that can specify that three game balls are paid out based on the entry of a game ball into the first start port 15. When the main CPU 42 receives a detection signal from the second start sensor SE2, it performs control to grant a predetermined number (3 in this embodiment) of game balls. At this time, the main CPU 42 stores in the output buffer a control command (hereinafter referred to as the second winning command) that can specify that three game balls are paid out based on the entry of a game ball into the second start port 16. When the main CPU 42 receives a detection signal from the special winning sensor SE3, it performs control to grant a predetermined number (10 in this embodiment) of game balls. At this time, the main CPU 42 stores in the output buffer a control command (hereinafter referred to as the special winning command) that can specify that ten game balls are paid out based on the entry of a game ball into the big winning port 18. When the main CPU 42 receives a detection signal from a normal winning sensor (not shown), it performs control to grant a predetermined number (1 in this embodiment) of game balls. At this time, the main CPU 42 stores in the output buffer a control command (hereinafter referred to as the normal winning command) that can specify that one game ball is paid out based on the entry of a game ball into the normal winning port 26.
[0130] Next, various processes executed by the sub-CPU 51 of the sub-control board 50 will be described. First, the process when a control command is input will be described. When the sub-CPU 51 receives a set value command, it stores in the sub-RWM 53 the set value and information that can identify it (hereinafter referred to as sub-set value information). When the sub-CPU 51 receives a low-accuracy non-time-shortening command, it stores in the sub-RWM 53 information that can identify that it is controlled in the low-accuracy non-time-shortening state. When the sub-CPU 51 receives a high-accuracy time-shortening command, it stores in the sub-RWM 53 information that can identify that it is controlled in the high-accuracy time-shortening state. When the sub-CPU 51 receives a first low-accuracy time-shortening command, it stores in the sub-RWM 53 information that can identify that it is controlled in the first low-accuracy time-shortening state. When the sub-CPU 51 receives a second low-accuracy time-shortening command, it stores in the sub-RWM 53 information that can identify that it is controlled in the second low-accuracy time-shortening state. When the sub-CPU 51 receives a first time-shortening count command, it stores in the sub-RWM 53 information that can identify the first time-shortening count. Thereby, the sub-CPU 51 can identify that the first upper limit variation game has been executed. When the sub-CPU 51 receives a second time-shortening count command, it stores in the sub-RWM 53 information that can identify the second time-shortening count. Thereby, the sub-CPU 51 can identify that the second upper limit variation game has been executed. When the sub-CPU 51 receives an initialization command, it executes a sub-RWM clear process. In the sub-RWM clear process, the sub-CPU 51 initializes information other than the sub-set value information among the backed-up information.
[0131] Next, the effect game process will be described. The performance game process is a process for executing a performance game as one of the display performances related to a special game during the execution of the special game. When the sub-CPU 51 inputs a variation start command and a special symbol command, it controls the performance display device EH to execute a performance game corresponding to the special game. Specifically, when the sub-CPU 51 inputs a variation start command, it determines the performance pattern (performance content) of the performance game based on the variation pattern that can be specified from the variation start command. The sub-CPU 51 determines the symbol combination to be derived in the performance game based on the special symbol that can be specified from the input special symbol command. When the sub-CPU 51 can specify the jackpot symbol from the special symbol command, it determines the jackpot symbol combination. When the sub-CPU 51 can specify the losing symbol from the special symbol command, it determines the non-jackpot symbol combination. When the sub-CPU 51 can specify the chance symbol from the special symbol command, it determines the non-jackpot symbol combination. When a losing variation pattern associated with the execution of either a normal reach performance or a super reach performance is specified, the sub-CPU 51 determines a non-jackpot symbol combination including a reach.
[0132] In the performance game process, when the sub-CPU 51 inputs a variation start command, it controls the performance display device EH to start the variable display of the performance symbols in each symbol column. That is, the sub-CPU 51 starts the performance game. During the variation time defined in the variation pattern, the sub-CPU 51 controls the performance display device EH so that the performance game is performed based on the determined performance pattern. Then, after starting the performance game, when a predetermined timing arrives, the sub-CPU 51 temporarily stops displaying the symbol combination and, upon input of a variation end command, fixedly stops displaying the symbol combination. For example, when the sub-CPU 51 inputs a variation start command for a losing variation pattern associated with the execution of a super reach performance, after starting the performance game, it executes the super reach performance, and when a predetermined timing arrives, it temporarily stops displaying the symbol combination and, upon input of a variation end command, fixedly stops displaying the symbol combination.
[0133] The sub-CPU 51 may execute a pre-announcement effect related to the performance game. When the sub-CPU 51 executes the pre-announcement effect, it controls the effect device group DE including the effect display device EH to execute the pre-announcement effect. The pre-announcement effect is an effect that suggests or notifies the expectation level (big win expectation level) of the special game being executed to result in a big win. For example, as a pre-announcement effect, there is a mode of showing the big win expectation level as a probability (for example, % display). That is to say, it can also be said that the pre-announcement effect is an effect that suggests or notifies the probability of a big win symbol being derived as the result of the special game being executed. Not limited to this, for example, the pre-announcement effect may be an effect that suggests or notifies the big win expectation level by the color of the displayed image. The pre-announcement effect may be an effect that suggests or notifies the big win expectation level of the special game on hold. In this way, in the gaming machine 10, various effects can be executed based on the result of the big win lottery.
[0134] Next, the effect mode will be described. The gaming machine 10 is configured to be able to control the effect mode. In the present embodiment, there are multiple types of effect modes. The gaming machine 10 can be controlled to any one of the multiple types of effect modes. The effect mode is also called the effect state. In each effect mode, mode identification information capable of identifying the effect mode being stayed in (the controlled effect mode) is suggested or notified. In the gaming machine 10, different background images are displayed on the effect display device EH for each type of effect mode. In addition, in the gaming machine 10, for example, the decoration lamp LA is made to emit light in a different emission color for each type of effect mode, or different background music is output from the speaker SP for each type of effect mode to suggest or notify the mode identification information. The effect modes in the gaming machine 10 include a normal mode, a first chance mode, and a second chance mode.
[0135] The control related to the effect mode executed by the sub-CPU 51 will be described. When the sub-CPU 51 is controlled to be in the low-probability non-time-shortened state, it is controlled to be in the normal mode. After the end of the first big win game, the sub-CPU 51 is controlled to be in the first chance mode. After the end of the first big win game, the sub-CPU 51 is controlled to be in the first chance mode until it is controlled from the first low-probability time-shortened state to the low-probability non-time-shortened state. When the sub-CPU 51 is controlled from the first low-probability time-shortened state to the low-probability non-time-shortened state after the end of the first big win game, it is controlled to be in the normal mode. After the end of the second big win game, the sub-CPU 51 is controlled to be in the first chance mode. After the end of the second big win game, the sub-CPU 51 is controlled to be in the first chance mode until it is controlled from the high-probability time-shortened state to the low-probability non-time-shortened state. When the sub-CPU 51 is controlled from the high-probability time-shortened state to the low-probability non-time-shortened state after the end of the second big win game, it is controlled to be in the normal mode.
[0136] When the sub-CPU 51 is controlled to be in the second low-probability time-shortened state, it is controlled to be in the second chance mode. After the sub-CPU 51 is controlled to be in the second low-probability time-shortened state, it is controlled to be in the second chance mode until it is controlled to be in the low-probability non-time-shortened state. When the sub-CPU 51 is controlled from the second low-probability time-shortened state to the low-probability non-time-shortened state after being controlled to be in the second low-probability time-shortened state, it is controlled to be in the normal mode.
[0137] When the sub-CPU 51 is controlled from the normal mode to the first chance mode or the second chance mode, the sub-CPU 51 controls the effect device group DE to execute a right-hitting effect that encourages right-hitting. That is, when the sub-CPU 51 is controlled to be in any of the high-probability time-shortened state, the first low-probability time-shortened state, and the second low-probability time-shortened state from the low-probability non-time-shortened state, the sub-CPU 51 controls the effect device group DE to execute a right-hitting effect. The right-hitting effect can also be said to be an effect that suggests or notifies that the game state has been controlled from a game state where left-hitting is recommended to a game state where right-hitting is recommended. The right-hitting effect is executed when the low-probability non-time-shortened state ends. In this way, the right-hitting effect is an effect executed in relation to the end of the low-probability non-time-shortened state and can be regarded as an effect that suggests or notifies the end of the low-probability non-time-shortened state. The right-hitting effect of this embodiment is executed on the effect display device EH. And the right-hitting effect is executed for a predetermined time (5 seconds in this embodiment) after the right-hitting effect starts.
[0138] When the sub-CPU 51 controls the transition from the first chance mode or the second chance mode to the normal mode, the sub-CPU 51 controls the effect device group DE to execute a left-handed effect that prompts left-handed hitting. That is, when the sub-CPU 51 is controlled from any of the high-probability short state, the first low-probability short state, and the second low-probability short state to the low-probability non-short state, the sub-CPU 51 controls the effect device group DE to execute a left-handed effect. It can also be said that the left-handed effect is an effect that suggests or notifies that the game state has been controlled from a game state where right-handed hitting is recommended to a game state where left-handed hitting is recommended. The left-handed effect is executed when any of the high-probability short state, the first low-probability short state, and the second low-probability short state ends. In this way, the left-handed effect is an effect that is executed in relation to the end of any of the high-probability short state, the first low-probability short state, and the second low-probability short state, and can be regarded as an effect that suggests or notifies the end of any of the high-probability short state, the first low-probability short state, and the second low-probability short state. The left-handed effect of the present embodiment is executed on the effect display device EH. And the left-handed effect is executed for a predetermined time (5 seconds in the present embodiment) after the start of the left-handed effect.
[0139] As described above, in the gaming machine 10, when the gaming state transitions, the production mode changes, and mode identification information capable of identifying the controlled production mode is suggested or notified. In addition, in the gaming machine 10, when the gaming state transitions, either a right hitting production or a left hitting production can be executed. Note that in the gaming machine 10, it is recommended to hit right so that game balls can easily enter the big winning opening 18 during the big win game. For this reason, in the gaming machine 10, when a big win game occurs while being controlled in any of the first low probability short state, high probability short state, and second low probability short state, although the first low probability short state, high probability short state, and second low probability short state end and are controlled to the low probability non - short state, the left hitting production is not executed. In the gaming machine 10, when a big win game occurs while being controlled in the low probability non - short state, the right hitting production is executed. On the other hand, in the gaming machine 10, when a big win game occurs while being controlled in any of the first low probability short state, high probability short state, and second low probability short state, the right hitting production is not executed. Not limited to this, in the gaming machine 10, when a big win game occurs while being controlled in any of the first low probability short state, high probability short state, and second low probability short state, the right hitting production may be executed.
[0140] Next, the setting - related production that can be executed in the gaming machine 10 will be described together with the control by the sub - CPU 51. The gaming machine 10 is configured to be able to execute a setting - related production as one of the display productions in a situation where it is controlled to the low probability non - short state. The setting - related production is a production executed based on the set setting value. As described above, in the gaming machine 10 in the present embodiment, the probability (big win probability) that the result of the big win lottery becomes a big win is different depending on the set setting value. Therefore, the setting - related production can be said to be a production related to the result of the big win lottery.
[0141] The gaming machine 10 is configured to be able to execute a setting-related effect in a situation where the gaming machine 10 is controlled from either a high-probability time-saving state or a first low-probability time-saving state to a low-probability non-time-saving state. Specifically, when the sub-CPU 51 is in the first low-probability time-saving state and the first time-saving count is 99, the sub-CPU 51 controls the effect display device EH to execute a setting-related effect when the sub-CPU 51 inputs a fluctuation start command to execute a setting-related effect when the sub-CPU 51 is in the high-probability time-saving state and the first time-saving count is 99, the sub-CPU 51 controls the effect display device EH to execute a setting-related effect when the sub-CPU 51 inputs a fluctuation start command to execute a setting-related effect. In other words, when the sub-CPU 51 starts the first upper limit variable game, the sub-CPU 51 controls the effect display device EH to execute a setting-related effect. In the following description, the setting-related effect executed in response to the start of the first upper limit variable game is referred to as a "setting value effect." The setting value effect is an effect that suggests or notifies the set setting value. In other words, the setting value effect is an effect that suggests or notifies the setting information stored in the main RWM 44.
[0142] When the first upper limit variable game starts, the sub-CPU 51 executes the set value production regardless of the input special symbol command. When the first upper limit variable game starts, the sub-CPU 51 executes the set value production regardless of whether the special symbol identifiable by the input special symbol command is a losing symbol, a chance symbol, or a jackpot symbol. That is, when the first upper limit variable game starts, the sub-CPU 51 executes the set value production regardless of the result of the jackpot lottery. When the first upper limit variable game starts, the sub-CPU 51 executes the set value production regardless of whether the result of the jackpot lottery is a jackpot or a non-jackpot. Also, when the first upper limit variable game starts, the sub-CPU 51 executes the set value production regardless of the variation pattern. The sub-CPU 51 executes the set value production regardless of which of the variation patterns HP41 to HP43 it is. Note that even if a special game different from the first upper limit variable game starts, the sub-CPU 51 does not execute the set value production. For example, even if the second upper limit variable game starts, the sub-CPU 51 does not execute the set value production. It can be said that the set value production is an effect that is executed only in the first upper limit variable game. Thus, although the set value production can be executed regardless of the result of the jackpot lottery, there are cases where it is executed and cases where it is not executed depending on which of the first upper limit variable game and the second upper limit variable game is executed. The set value production is an effect that is executed when the first upper limit variable game of the first upper limit variable game and the second upper limit variable game is executed.
[0143] FIG. 8(a) and FIG. 8(b) show an example of the display content of the effect display device EH when the set value production is executed. During the execution of the first upper limit variation game, a character image that suggests or notifies the set value (setting information) is displayed on the effect display device EH. Specifically, as shown in FIG. 8(a), on the effect display device EH, a character image St1 of "Setting 2 or 4 or 6" indicating that the set value is one of Setting 2, Setting 4, and Setting 6 is displayed. Further, as shown in FIG. 8(b), on the effect display device EH, a character image St2 of "Setting 1 confirmed" indicating that the set value is Setting 1 is displayed. Although details will be described later, there are multiple types of character images that suggest or notify the set value. In this way, in the gaming machine 10, when the set value effect is executed, the set value set on the effect display device EH is suggested or notified. The set value (setting information) is stored in the main RWM 44 as information related to the result of the jackpot lottery. That is, it can be said that the set value effect is an effect that suggests or notifies the setting information, which is information related to the result of the jackpot lottery. The set value effect is an example of a specific effect.
[0144] The gaming machine 10 is configured to be able to execute a setting-related effect in a situation where the gaming machine 10 is controlled from the second low-probability time-saving state to the low-probability non-time-saving state. Specifically, when the sub-CPU 51 is in the second low-probability time-saving state and the second time-saving count is 699, the sub-CPU 51 controls the effect display device EH to execute a setting-related effect when a variation start command is input. That is, when the second upper limit variation game is started, the sub-CPU 51 controls the effect display device EH to execute a setting-related effect. In the following description, the setting-related effect executed in response to the start of the second upper limit variation game is referred to as a "probability effect." The probability effect is an effect that suggests or notifies a jackpot determination value based on a set value. The jackpot determination value is information that can identify the jackpot probability. For this reason, it can be said that the probability effect is an effect that suggests or notifies a jackpot probability based on a set value. The probability effect is an effect that suggests or notifies a jackpot probability based on a set value when the gaming machine 10 is controlled to the second low-probability time-saving state. The probability presentation is a presentation that suggests or notifies the probability of a jackpot based on a set value when the probability state is a low probability state. In the second low probability time-saving state, the probability state is a low probability state. And the probability presentation is executed during the execution of the second upper limit variable game. Therefore, the probability presentation can be regarded as a presentation that suggests or notifies the probability that a jackpot pattern is derived as a result of the second upper limit variable game (jackpot probability in the second upper limit variable game). Also, after the second upper limit variable game ends, the second low probability time-saving state is controlled to a low probability non-time-saving state. In the low probability non-time-saving state, the probability state is a low probability state. Therefore, the probability presentation can be regarded as a presentation that suggests or notifies the probability that a jackpot pattern is derived in the low probability non-time-saving state after the second upper limit variable game ends. Therefore, the probability presentation can be said to be a presentation that suggests or notifies the degree of advantage related to the development of the game, that is, winning the jackpot lottery and playing a jackpot game after the second upper limit variable game ends. In this way, the jackpot determination value suggested or notified by the probability presentation is information that can identify the degree of advantage of the development of the game after the end of the second upper limit variable game.
[0145] When the second upper limit variation game is started, the sub-CPU 51 executes a probability effect regardless of the input special symbol command. When the second upper limit variation game is started, the sub-CPU 51 executes a probability effect regardless of whether the special symbol identifiable by the input special symbol command is a losing symbol, a chance symbol, or a jackpot symbol. That is, when the second upper limit variation game is started, the sub-CPU 51 executes a probability effect regardless of the result of the jackpot lottery. When the second upper limit variation game is started, the sub-CPU 51 executes a probability effect regardless of whether the result of the jackpot lottery is a jackpot or a non-jackpot. Also, when the second upper limit variation game is started, the sub-CPU 51 executes a probability effect regardless of the variation pattern. The sub-CPU 51 executes a probability effect regardless of which of the variation patterns HP51 to HP56 and HP61 to HP66 it is. Note that even if a special game different from the second upper limit variation game is started, the sub-CPU 51 does not execute a probability effect. For example, even if the first upper limit variation game is started, the sub-CPU 51 does not execute a probability effect. It can be said that the probability effect is an effect executed only in the second upper limit variation game. Thus, although the probability effect can be executed regardless of the result of the jackpot lottery, there are cases where it is executed and cases where it is not executed depending on which of the first upper limit variation game and the second upper limit variation game is executed. The probability effect is an effect executed when the second upper limit variation game of the first upper limit variation game and the second upper limit variation game is executed.
[0146] FIGS. 9(a) and 9(b) show an example of the display content of the effect display device EH when the probability effect is executed. During the execution of the second upper limit variation game, on the effect display device EH, a character image that suggests or notifies the jackpot probability in the low-probability state according to the set value is displayed. Specifically, as shown in FIG. 9(a), on the effect display device EH, a character image Sh1 of "Jackpot probability higher than 1 / 290" indicating that the jackpot probability in the low-probability state is higher than 1 / 290 is displayed. In this case, from the perspective of the set value, it is shown that it is any one of setting 4, setting 5, and setting 6. Also, as shown in FIG. 9(b), on the effect display device EH, a character image Sh2 of "Jackpot probability 1 / 300" indicating that the jackpot probability in the low-probability state is 1 / 300 is displayed. In this case, from the perspective of the set value, it is shown that it is setting 1. Incidentally, although it will be described in detail later, there are multiple types of character images that suggest or notify the jackpot probability in the low-probability state. Thus, in the gaming machine 10, when the probability effect is executed, on the effect display device EH, the jackpot probability in the low-probability state is suggested or notified. In other words, in the gaming machine 10, when the probability effect is executed, on the effect display device EH, the jackpot probability in the second upper limit variation game is suggested or notified. The set value (setting information) is stored in the main RWM44 as information related to the result of the jackpot lottery. And the jackpot determination value in the low-probability state that can vary according to the set value is stored in the main ROM43 as information related to the result of the jackpot lottery. Thus, the probability effect is an effect that suggests or notifies the jackpot determination value, which is information related to the result of the jackpot lottery. The probability effect is an example of a special effect.
[0147] As described above, in the gaming machine 10, the set value effect as the setting-related effect can be executed when the first upper limit variation game is executed. In the gaming machine 10, the set value effect is not executed when the second upper limit variation game is executed. And the set value effect can be executed regardless of the result of the jackpot lottery. Thus, the set value effect can be executed when the first upper limit variation game among the first upper limit variation game and the second upper limit variation game is executed.
[0148] In the gaming machine 10, a probability effect as a setting-related effect can be executed when the second upper limit variation game is executed. In the gaming machine 10, the probability effect is not executed when the first upper limit variation game is executed. And the probability effect can be executed regardless of the result of the jackpot lottery. Thus, the probability effect can be executed when the second upper limit variation game among the first upper limit variation game and the second upper limit variation game is executed.
[0149] In the gaming machine 10, the set value is suggested or notified by executing the set value effect. In the gaming machine 10, the jackpot determination value in the low probability state is suggested or notified by executing the probability effect. The set value (set information) suggested or notified by the set value effect and the jackpot determination value suggested or notified by the probability effect are different information respectively, while both are information related to the result of the jackpot lottery.
[0150] Next, the state transition effect executable in the gaming machine 10 will be described together with the control by the sub CPU 51. The gaming machine 10 is configured to be able to execute a state transition effect as one of the display effects in a situation where it is controlled to the low probability non-time shortening state. The state transition effect is an effect executed based on the transition from any of the first low probability time shortening state, the high probability time shortening state, and the second low probability time shortening state to the low probability non-time shortening state. That is, the state transition effect is an effect executed based on the end of any of the first low probability time shortening state, the high probability time shortening state, and the second low probability time shortening state. That is, the state transition effect is an effect that suggests or notifies the end of the first low probability time shortening state, the high probability time shortening state, and the second low probability time shortening state.
[0151] In a situation where the gaming machine 10 is controlled from either the high-probability short-time state or the first low-probability short-time state to the low-probability non-short-time state, it is configured to be able to execute a state transition effect. Specifically, the sub-CPU 51 may control the effect display device EH to execute a state transition effect when a variation start command is input while in the high-probability short-time state and when the first short-time count is 99. The sub-CPU 51 may control the effect display device EH to execute a state transition effect when a variation start command is input while in the first low-probability short-time state and when the first short-time count is 99. That is, the sub-CPU 51 may control the effect display device EH to execute a state transition effect when the first upper-limit variation game is started.
[0152] When the first upper-limit variation game is started, the sub-CPU 51 determines whether to execute a state transition effect based on the input special symbol command. When the special symbol that can be specified by the input special symbol command is either a losing symbol or a chance symbol when the first upper-limit variation game is started, the sub-CPU 51 determines to execute a state transition effect. On the other hand, when the special symbol that can be specified by the input special symbol command is a jackpot symbol when the first upper-limit variation game is started, the sub-CPU 51 determines not to execute a state transition effect. That is, when the first upper-limit variation game is started, the sub-CPU 51 determines whether to execute a state transition effect based on the result of the jackpot lottery. Thus, in the gaming machine 10, a state transition effect is executed when the result of the jackpot lottery when the first upper-limit variation game is executed is a non-jackpot. On the other hand, in the gaming machine 10, a state transition effect is not executed when the result of the jackpot lottery when the first upper-limit variation game is executed is a jackpot.
[0153] The gaming machine 10 is configured to be able to execute a state transition effect in a situation where it is controlled from the second low-probability short-time state to the low-probability non-short-time state. Specifically, the sub-CPU 51 may control the effect display device EH to execute a state transition effect when a variation start command is input in the second low-probability short-time state and when the second short-time count is 699. That is, the sub-CPU 51 may control the effect display device EH to execute a state transition effect when the second upper-limit variation game is started.
[0154] When the second upper-limit variation game is started, the sub-CPU 51 determines whether to execute a state transition effect based on the input special symbol command. When the special symbol identifiable by the input special symbol command is either a losing symbol or a chance symbol when the second upper-limit variation game is started, the sub-CPU 51 determines to execute a state transition effect. On the other hand, when the special symbol identifiable by the input special symbol command is a jackpot symbol when the second upper-limit variation game is started, the sub-CPU 51 determines not to execute a state transition effect. That is, when the second upper-limit variation game is started, the sub-CPU 51 determines whether to execute a state transition effect based on the result of the jackpot lottery. Thus, in the gaming machine 10, a state transition effect is executed when the result of the jackpot lottery when the second upper-limit variation game is executed is a non-jackpot. On the other hand, in the gaming machine 10, a state transition effect is not executed when the result of the jackpot lottery when the second upper-limit variation game is executed is a jackpot.
[0155] When it is determined to execute the state transition effect, the sub-CPU 51 determines the character image to be displayed on the effect display device EH by executing the state transition effect. In the present embodiment, there are a plurality of types of character images displayed on the effect display device EH by executing the state transition effect. When it is determined to execute the state transition effect, the sub-CPU 51 performs a transition effect type lottery to determine which character image to use for the character image to be displayed on the effect display device EH. In the present embodiment, there are two types of character images that can be displayed on the effect display device EH. However, the number of types of character images that can be displayed on the effect display device EH may be one type, or may be three or more types. When the number of types of character images that can be displayed on the effect display device EH is one type, the sub-CPU 51 does not perform the transition effect type lottery.
[0156] The transition effect type lottery is performed regardless of the set value. That is, in the transition effect type lottery, the type of character image is determined with the same probability regardless of whether the set value is any one of 1 to 6. And the determined character image is displayed on the effect display device EH in the same display mode regardless of whether the set value is any one of 1 to 6. Thus, the effect mode of the state transition effect does not vary depending on the set value (set information).
[0157] The transition effect type lottery is performed regardless of the current game state. That is, in the transition effect type lottery, the type of character image is determined with the same probability regardless of whether the executed special game is the first upper limit variable game or the second upper limit variable game. And the determined character image is displayed on the effect display device EH in the same display mode regardless of whether the executed special game is the first upper limit variable game or the second upper limit variable game. Thus, the effect mode of the state transition effect does not vary depending on which of the first upper limit variable game and the second upper limit variable game is executed.
[0158] The transition performance type lottery is conducted regardless of the result of the jackpot lottery. That is, in the transition performance type lottery, the type of character image is determined with the same probability regardless of whether the result of the jackpot lottery is a jackpot or a non-jackpot. And the determined character image is displayed on the effect display device EH in the same display mode regardless of whether the result of the jackpot lottery is a jackpot or a non-jackpot. Thus, the effect mode of the state transition performance does not differ depending on the result of the jackpot lottery. In the present embodiment, in the transition performance type lottery, it is determined that any of the two types of character images is to be displayed with a 50% probability.
[0159] FIG. 10(a) and FIG. 10(b) show an example of the display content of the effect display device EH when the state transition performance is executed. In the first upper limit variable game, on the effect display device EH, based on the end of either the high-probability short state or the first low-probability short state, a character image that suggests or notifies information related to the end of the high-probability short state and the first low-probability short state is displayed. In the second upper limit variable game, on the effect display device EH, based on the end of the second low-probability short state, a character image that suggests or notifies information related to the end of the second low-probability short state is displayed. Specifically, as shown in FIG. 10(a), on the effect display device EH, a character image Sj1 of "The game state is about to change" indicating that the game state is about to change is displayed. Not limited to this, the character image Sj1 may be a character image of "Changing to the low-probability non-short state".
[0160] As shown in FIG. 10(b), on the effect display device EH, a character image Sj2 of "The short-time state has ended", indicating the end of the first low-probability short state, high-probability short state, and the second low-probability short state, is displayed. Not limited to this, the character image Sj2 may be a character image of "The first low-probability short state, high-probability short state, and the second low-probability short state have ended". In the present embodiment, when the state transition effect is executed, either the character image Sj1 or the character image Sj2 is displayed. Not limited to this, when the state transition effect is executed, both the character image Sj1 and the character image Sj2 may be displayed. In this way, in the gaming machine 10, when the state transition effect is executed, on the effect display device EH, the end of the first low-probability short state, high-probability short state, and the second low-probability short state is suggested or notified. The state transition effect is an example of a special effect.
[0161] As described above, in the gaming machine 10, the state transition effect can be executed when the first upper-limit variable game is executed. Also, in the gaming machine 10, the state transition effect can be executed when the second upper-limit variable game is executed. That is, the state transition effect can be executed regardless of which special game of the first upper-limit variable game and the second upper-limit variable game is executed. However, in the gaming machine 10, when the first upper-limit variable game is executed, the state transition effect is not executed when the result of the jackpot lottery is a jackpot. On the other hand, in the gaming machine 10, when the first upper-limit variable game is executed, the state transition effect is executed when the result of the jackpot lottery is not a jackpot. Also, in the gaming machine 10, when the second upper-limit variable game is executed, the state transition effect is not executed when the result of the jackpot lottery is a jackpot. On the other hand, in the gaming machine 10, when the second upper-limit variable game is executed, the state transition effect is executed when the result of the jackpot lottery is not a jackpot. In this way, although the state transition effect can be executed regardless of which special game of the first upper-limit variable game and the second upper-limit variable game is executed, depending on the result of the jackpot lottery, there are cases where it is executed and cases where it is not executed. The state transition effect can be executed regardless of which special game of the first upper-limit variable game and the second upper-limit variable game is executed, but it is executed when the result of the jackpot lottery does not result in a jackpot.
[0162] Next, a specific example of the production flow when the first upper limit variation game is executed will be described together with the control by the sub-CPU 51. FIG. 11(a) is a timing chart showing an example when the result of the big win lottery is a non-big win (a miss) and a miss symbol is derived when the first upper limit variation game is executed.
[0163] At time tm10, it is assumed that the first special game of the first upper limit number of times has started since being controlled to the first low probability short state. At this time, the sub-CPU 51 determines to execute the set value production. The sub-CPU 51 does not determine to execute the probability production. Further, the sub-CPU 51 determines to execute the state transition production by specifying that a miss symbol is derived depending on the input special symbol command.
[0164] At time tm11, the sub-CPU 51 starts the set value production. The sub-CPU 51 starts the state transition production at time tm12 when a predetermined time (1.5 seconds in this embodiment) has elapsed since starting the set value production. At this time, the sub-CPU 51 continues to execute the set value production started at time tm11.
[0165] At time tm13, it is assumed that the special game (the first upper limit variation game) started at time tm10 has ended. At this time, in the special game, it is assumed that a miss symbol has been derived. In the gaming machine 10, with the end of the special game, the first short time count reaches the first upper limit number of times, and the gaming state is controlled from the first low probability short state to the low probability non-short state.
[0166] At time tm13, when the special game ends, the sub-CPU 51 ends the set value production. Further, when the special game ends, the sub-CPU 51 ends the state transition production. In this way, the sub-CPU 51 ends the set value production and the state transition production as the special game ends. In the present embodiment, the execution time T10 of the set value production is 4 seconds. The execution time of the state transition production is shorter than the execution time T10 of the set value production. However, the execution time of the state transition production may be longer than the execution time T10 of the set value production. In this case, the sub-CPU 51 may control so that the state transition production is executed even after the first upper limit variation game ends. For example, the state transition production may be continuously executed until the next special game after the first upper limit variation game ends. Then, at time tm14, since the jackpot symbol was not derived in the first upper limit variation game, the special game is started in the low probability non-time shortening state.
[0167] FIG. 11(b) is a timing chart showing an example when the jackpot lottery result is a jackpot and the jackpot symbol is derived when the first upper limit variation game is executed. At time tm10, it is assumed that the first special game of the first upper limit number has started since being controlled to the first low probability time shortening state. At this time, the sub-CPU 51 determines to execute the set value production. The sub-CPU 51 does not determine to execute the probability production. The sub-CPU 51 determines not to execute the state transition production by specifying that the jackpot symbol is derived by the input special symbol command.
[0168] Here, the sub-CPU 51 determines the length of the execution time of the set value production. When the special symbol that can be specified by the input special symbol command is the jackpot symbol, the sub-CPU 51 controls to end the set value production before the variation time defined in the variation pattern elapses. When starting the set value production, the sub-CPU 51 specifies the remaining time of the variation time of the first upper limit variation game and determines the time shorter than the remaining time as the execution time T20 of the set value production. For example, the execution time T20 is 1.5 seconds shorter than the execution time T10.
[0169] As described above, the set value effect has different execution times depending on the result of the jackpot lottery when the first upper limit variation game is executed. The set value effect has a longer execution time when the result of the jackpot lottery when the first upper limit variation game is executed is a non-jackpot than when the result of the jackpot lottery when the first upper limit variation game is executed is a jackpot. Not limited to this, the set value effect may be such that the execution time is shorter when the result of the jackpot lottery when the first upper limit variation game is executed is a non-jackpot than when the result of the jackpot lottery when the first upper limit variation game is executed is a jackpot. The set value effect may vary the execution time depending on whether the result of the first upper limit variation game is a losing symbol or a chance symbol. The set value effect may be such that the execution time is shorter or longer when the result of the first upper limit variation game is a chance symbol than when the result of the first upper limit variation game is a losing symbol.
[0170] At time tm11, the sub-CPU 51 starts the set value effect. The sub-CPU 51 ends the set value effect at time tm12 when a predetermined time (1.5 seconds in this embodiment) has elapsed since starting the set value effect.
[0171] At time tm13, it is assumed that the special game (first upper limit variation game) started at time tm10 has ended. At this time, it is assumed that a jackpot symbol has been derived in the special game. Then, in the gaming machine 10, based on the occurrence of the jackpot game, the gaming state is controlled from the first low-probability short state to the low-probability non-short state. That is, at time tm13, a jackpot game occurs in the gaming machine 10.
[0172] As described above, the set value effect is executed regardless of the result of the jackpot lottery when the first upper limit variation game is executed. On the other hand, the state transition effect is not executed when the result of the jackpot lottery when the first upper limit variation game is executed is a jackpot out of jackpot and non-jackpot, but is executed when it is a non-jackpot.
[0173] The set value presentation starts at a predetermined timing after the first upper limit variation game is started. Thereafter, when the result of the jackpot lottery during the execution of the first upper limit variation game is a non-jackpot, the set value presentation ends when the first upper limit variation game ends. The end of the first upper limit variation game is an example of a condition for the end of the set value presentation. When the result of the jackpot lottery during the execution of the first upper limit variation game is a jackpot, the set value presentation ends before the first upper limit variation game ends. When the result of the jackpot lottery during the execution of the first upper limit variation game is a jackpot, the set value presentation ends when a predetermined time has elapsed since the set value presentation started. The predetermined time is at least shorter than the variation time of the first upper limit variation game. The elapse of the predetermined time since the set value presentation started is an example of a condition for the end of the set value presentation. Thus, the set value presentation ends by the start of the next special game after the special game in which the set value presentation was executed. More specifically, the set value presentation starts when the first upper limit variation game of the first upper limit variation game and the second upper limit variation game is executed, and ends by the start of the next special game after the first upper limit variation game.
[0174] The state transition presentation starts after the set value presentation is started. That is, when the set value presentation and the state transition presentation are executed, the state transition presentation starts after the set value presentation is started. Thereafter, the state transition presentation ends when the first upper limit variation game ends. That is, the state transition presentation ends at the same time as or substantially at the same time as the set value presentation.
[0175] Hereinafter, a specific example of the flow of the presentation when the second upper limit variation game is executed will be described together with the control by the sub-CPU 51. FIG. 12(a) is a timing chart showing an example when the result of the jackpot lottery is a non-jackpot (miss) and a miss symbol is derived when the second upper limit variation game is executed.
[0176] At time tm20, it is assumed that the second special game of the second upper limit number of times has started since being controlled to the second low-probability short state. At this time, the sub-CPU 51 determines to execute a probability effect. The sub-CPU 51 does not determine to execute a setting value effect. Also, the sub-CPU 51 determines to execute a state transition effect by identifying that a losing symbol is derived depending on the input special symbol command.
[0177] Here, the sub-CPU 51 determines the length of the execution time of the probability effect. When the sub-CPU 51 determines to execute the probability effect, it determines the length of the execution time of the probability effect based on the input special symbol command. When the special symbol that can be specified by the input special symbol command is either a losing symbol or a chance symbol, the sub-CPU 51 determines the execution time T30 (7 seconds in this embodiment) as the execution time of the probability effect. Note that the probability effect is configured to end before the second special game of the second upper limit number of times ends.
[0178] At time tm21, the sub-CPU 51 starts the probability effect. The sub-CPU 51 starts the state transition effect at time tm22 when a predetermined time (5 seconds in this embodiment) has elapsed since starting the probability effect. At this time, the sub-CPU 51 continuously executes the probability effect started at time tm21. Thereafter, the sub-CPU 51 ends the probability effect at time tm23. At this time, the sub-CPU 51 continuously executes the state transition effect started at time tm22.
[0179] At time tm24, it is assumed that the special game (second upper limit variation game) started at time tm20 has ended. At this time, it is assumed that a losing symbol has been derived in the special game. In the gaming machine 10, with the end of the special game, the second short time count reaches the second upper limit number of times, and the gaming state is controlled from the second low-probability short state to the low-probability non-short state.
[0180] At time tm24, when the special game ends, the sub-CPU 51 ends the state transition effect. In the present embodiment, the execution time T30 of the probability effect is 7 seconds. The execution time of the state transition effect is shorter than the execution time T30 of the probability effect. However, the execution time of the state transition effect may be longer than the execution time T30 of the probability effect. In this case, the sub-CPU 51 may control so that the state transition effect is executed even after the second upper limit variable game ends. For example, the state transition effect may be continuously executed until the next special game after the second upper limit variable game ends. Thereafter, at time tm25, since the jackpot symbol is not derived in the second upper limit variable game, a special game is started in the low probability non-time shortening state.
[0181] FIG. 12(b) is a timing chart showing an example when the jackpot lottery result is a jackpot and a jackpot symbol is derived when the second upper limit variable game is executed. At time tm20, it is assumed that the second upper limit number of special games are started after being controlled to the second low probability time shortening state. At this time, the sub-CPU 51 determines to execute the probability effect. The sub-CPU 51 does not determine to execute the setting value effect. Further, the sub-CPU 51 determines not to execute the state transition effect by specifying that the jackpot symbol is derived by the input special symbol command.
[0182] Here, the sub-CPU 51 determines the length of the execution time of the probability effect. When the special symbol that can be specified by the input special symbol command is a jackpot symbol, the sub-CPU 51 determines an execution time T40 (5 seconds in the present embodiment) shorter than the execution time T30 as the execution time of the probability effect. The probability effect is configured to end before the second upper limit number of special games end.
[0183] As described above, the probability effect has different execution times depending on the result of the jackpot lottery when the second upper limit variable game is executed. The probability effect has a longer execution time when the result of the jackpot lottery when the second upper limit variable game is executed is a non-jackpot than when the result of the jackpot lottery when the second upper limit variable game is executed is a jackpot. Not limited to this, the probability effect may be such that the execution time is shorter when the result of the jackpot lottery when the second upper limit variable game is executed is a non-jackpot than when the result of the jackpot lottery when the second upper limit variable game is executed is a jackpot. The probability effect may vary the execution time depending on whether the result of the second upper limit variable game is a losing symbol or a chance symbol. The probability effect may be such that the execution time is shorter or longer when the result of the second upper limit variable game is a chance symbol than when the result of the second upper limit variable game is a losing symbol.
[0184] At time tm21, the sub-CPU 51 starts the probability effect. The sub-CPU 51 ends the probability effect at time tm22 when the execution time T40 has elapsed since starting the probability effect.
[0185] At time tm24, it is assumed that the special game (second upper limit variable game) started at time tm20 has ended. At this time, it is assumed that a jackpot symbol has been derived in the special game. Then, in the gaming machine 10, based on the occurrence of the jackpot game, the gaming state is controlled from the second low-probability short state to the low-probability non-short state. That is, at time tm24, a jackpot game occurs in the gaming machine 10.
[0186] As described above, the probability effect is executed regardless of the result of the jackpot lottery when the second upper limit variable game is executed. On the other hand, the state transition effect is not executed when the result of the jackpot lottery when the second upper limit variable game is executed is a jackpot out of jackpot and non-jackpot, but is executed when it is a non-jackpot.
[0187] The probability presentation starts at a predetermined timing after the second upper limit variation game is started. Thereafter, when the result of the jackpot lottery when the second upper limit variation game is executed is a non-jackpot, the probability presentation ends when the execution time T30 has elapsed since the probability presentation started. The elapse of the execution time T30 since the probability presentation started is an example of a condition for the probability presentation to end. When the result of the jackpot lottery when the second upper limit variation game is executed is a jackpot, the probability presentation ends when the execution time T40 has elapsed since the probability presentation started. The elapse of the execution time T40 since the probability presentation started is an example of a condition for the probability presentation to end. Thus, the probability presentation ends before the next special game of the special game in which the probability presentation is executed starts. More specifically, the probability presentation starts when the second upper limit variation game of the first upper limit variation game and the second upper limit variation game is executed, and ends before the next special game of the second upper limit variation game starts.
[0188] The state transition presentation starts after the probability presentation starts. That is, when the probability presentation and the state transition presentation are executed, the state transition presentation starts after the probability presentation starts. Thereafter, the state transition presentation ends when the second upper limit variation game ends. That is, the state transition presentation ends after the probability presentation.
[0189] As described above, the conditions for the setting value presentation to end are that the special game being executed ends when the setting value presentation is executed, and that a predetermined time (1.5 seconds in this embodiment) has elapsed since the setting value presentation started. On the other hand, the condition for the probability presentation to end is that a predetermined time (execution time T30 or execution time T40) has elapsed since the probability presentation started. Thus, the conditions for the setting value presentation to end and the conditions for the probability presentation to end are at least partially different.
[0190] Next, the jackpot presentation process executed by the sub-CPU 51 will be described. The jackpot effect process is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When the sub-CPU 51 inputs an opening command, it controls the effect device group DE to execute an opening effect. When the sub-CPU 51 inputs a round command, it controls the effect device group DE to execute a round effect. When the sub-CPU 51 inputs an ending command, it controls the effect device group DE to execute an ending effect.
[0191] When the sub-CPU 51 inputs a special winning command during a jackpot game, it adds the number of paid-out game balls that can be specified by the special winning command to the information that can specify the number of acquired balls in one or more jackpot games (hereinafter referred to as the number of acquired balls during consecutive jackpots) and stores it in the sub-RWM 53. The number of acquired balls during consecutive jackpots is information that can specify the total number of game balls paid out based on the game balls entering the big winning opening 18 from the occurrence of a jackpot game (so-called, from the first jackpot) until the first short-time count reaches the first upper limit count and is controlled to the low-probability non-short-time state when in either the low-probability non-short-time state or the second low-probability short-time state. Not limited to this, the number of acquired balls during consecutive jackpots may be added based on the game balls entering the big winning opening 18, the first starting opening 15, the second starting opening 16, and the normal winning opening 26. That is, the number of acquired balls during consecutive jackpots is information that can specify the total number of acquired game balls during so-called consecutive wins. Note that when the first short-time count reaches the first upper limit count and is controlled from the first low-probability short-time state to the low-probability non-short-time state, the sub-CPU 51 initializes (to 0 in this embodiment) the number of acquired balls during consecutive jackpots and stores it in the sub-RWM 53. Also, when the first short-time count reaches the first upper limit count and is controlled from the high-probability short-time state to the low-probability non-short-time state, the sub-CPU 51 initializes (to 0 in this embodiment) the number of acquired balls during consecutive jackpots and stores it in the sub-RWM 53.
[0192] During the jackpot game, the sub-CPU 51 controls the effect device group DE to execute a winning effect based on the number of wins during consecutive jackpots. The winning effect is an effect in which a winning point capable of specifying the number of wins during consecutive jackpots is displayed on the effect display device EH, and a character can be displayed based on the number of wins during consecutive jackpots.
[0193] As shown in FIGS. 13(a) and 13(b), when the winning effect is executed during the jackpot game, on the effect display device EH, a winning point and a character are displayed. FIG. 13(a) is an example of the winning effect when the number of wins during consecutive jackpots reaches the first number of wins (10,000 in this embodiment). When the number of wins during consecutive jackpots reaches the first number of wins, on the effect display device EH, a winning point Kp1 is displayed. The winning point Kp1 is a character image of "10000ptGET". Further, on the effect display device EH, a character Kg1 and a character image of "Panda appears" are displayed. The character Kg1 is an image of a character imitating a "panda".
[0194] FIG. 13(b) is an example of the winning effect when the number of wins during consecutive jackpots reaches the second number of wins (20,000 in this embodiment). When the number of wins during consecutive jackpots reaches the second number of wins, on the effect display device EH, a winning point Kp2 is displayed. The winning point Kp2 is a character image of "20000ptGET". Further, on the effect display device EH, a character Kg2 and a character image of "Lion appears" are displayed. The character Kg2 is an image of a character imitating a "lion".
[0195] The control related to the winning effect executed by the sub-CPU 51 will be described. When the number of wins during consecutive big wins reaches the first win number, the sub-CPU 51 controls the effect display device EH so that the acquisition point Kp1 is displayed. Further, the sub-CPU 51 controls the effect display device EH so that the character Kg1 and the character image of "Panda appears" are displayed. The sub-CPU 51 controls the effect display device EH so that the character Kg1 and the character image of "Panda appears" are continuously displayed. At this time, the sub-CPU 51 stores in the sub-RWM 53 information (hereinafter, the first acquisition display flag) that can identify that the character Kg1 and the character image of "Panda appears" have been displayed. When the first acquisition display flag is stored in the sub-RWM 53, the sub-CPU 51 controls the effect display device EH so that the character Kg1 and the character image of "Panda appears" are continuously displayed. That is, the sub-CPU 51 may control the effect display device EH so that the character Kg1 and the character image of "Panda appears" are displayed during multiple big win games.
[0196] When the number of wins during consecutive big wins becomes less than the first win number, the sub-CPU 51 erases the first acquisition display flag. Also, when the number of wins during consecutive big wins becomes equal to or more than the second win number, the sub-CPU 51 erases the first acquisition display flag. That is, before the number of wins during consecutive big wins reaches the first win number, the sub-CPU 51 does not display the character Kg1 and the character image of "Panda appears". When the number of wins during consecutive big wins reaches the second win number, the sub-CPU 51 does not display the character Kg1 and the character image of "Panda appears". In this way, when the number of wins during consecutive big wins is equal to or more than the first win number and less than the second win number, the sub-CPU 51 controls the effect display device EH so that the character Kg1 and the character image of "Panda appears" are displayed during the big win game. Before the number of wins during consecutive big wins reaches the first win number, the sub-CPU 51 may or may not display the acquisition point based on the number of wins during consecutive big wins. When the number of wins during consecutive big wins becomes equal to or more than the first win number, the sub-CPU 51 may display the acquisition point based on the number of wins during consecutive big wins.
[0197] When the number of wins during consecutive big wins reaches the second number of wins, the sub-CPU 51 controls the effect display device EH so that the acquired point Kp2 is displayed. Further, the sub-CPU 51 erases the character Kg1 and the character image of "Panda appearance", and controls the effect display device EH so that the character Kg2 and the character image of "Lion appearance" are displayed. The sub-CPU 51 controls the effect display device EH so that the character Kg2 and the character image of "Lion appearance" are continuously displayed. At this time, the sub-CPU 51 stores in the sub-RWM 53 information (hereinafter, the second acquisition display flag) that can identify that the character Kg2 and the character image of "Lion appearance" have been displayed. When the second acquisition display flag is stored in the sub-RWM 53, the sub-CPU 51 controls the effect display device EH so that the character Kg2 and the character image of "Lion appearance" are continuously displayed. That is, the sub-CPU 51 may control the effect display device EH so that the character Kg2 and the character image of "Lion appearance" are displayed during multiple big win games.
[0198] When the number of wins during consecutive big wins becomes less than the second number of wins, the sub-CPU 51 erases the second acquisition display flag. That is, the sub-CPU 51 does not display the character Kg2 and the character image of "Lion appearance" before the number of wins during consecutive big wins reaches the second number of wins. In this way, when the number of wins during consecutive big wins is equal to or greater than the second number of wins, the sub-CPU 51 controls the effect display device EH so that the character Kg2 and the character image of "Lion appearance" are displayed during the big win game. The sub-CPU 51 may or may not display the acquired points based on the number of wins during consecutive big wins before the number of wins during consecutive big wins reaches the second number of wins. The sub-CPU 51 may display the acquired points based on the number of wins during consecutive big wins when the number of wins during consecutive big wins becomes equal to or greater than the second number of wins.
[0199] Here, the set value effect in the present embodiment is executed based on the effect executed during the execution of the jackpot game. Specifically, the set value effect is executed based on the execution content of the acquisition effect. For example, when an acquisition effect (hereinafter referred to as the first acquisition effect) in which the character Kg1 and the character image "Panda appears" are displayed is executed, after the end of the jackpot game in which the first acquisition effect is executed, when the first upper limit variation game is executed without a jackpot game occurring, the set value effect is executed based on the first acquisition effect. In other words, when an acquisition effect in which the acquisition point Kp1 is displayed is executed, after the end of the jackpot game in which the acquisition effect is executed, when the first upper limit variation game is executed without a jackpot game occurring, the set value effect is executed based on the acquisition effect.
[0200] For example, when an acquisition effect (hereinafter referred to as the second acquisition effect) in which the character Kg2 and the character image "Lion appears" are displayed is executed, after the end of the jackpot game in which the second acquisition effect is executed, when the first upper limit variation game is executed without a jackpot game occurring, the set value effect is executed based on the second acquisition effect. In other words, when an acquisition effect in which the acquisition point Kp2 is displayed is executed, after the end of the jackpot game in which the acquisition effect is executed, when the first upper limit variation game is executed without a jackpot game occurring, the set value effect is executed based on the acquisition effect. Thus, the set value effect is executed based on the number of acquisitions during consecutive jackpots.
[0201] The types of set value effects executed based on the effect content of the acquisition effect will be described together with the control by the sub-CPU 51. Figs. 14(a) to 14(f) show an example of the types of setting value effects for each set setting value. There are a plurality of types of setting value effects. In the present embodiment, setting value effects that can be executed are defined according to the set setting value. As shown in Fig. 14(a), in setting 1, four types of setting value effects can be executed. As shown in Fig. 14(b), in setting 2, five types of setting value effects can be executed. As shown in Fig. 14(c), in setting 3, six types of setting value effects can be executed. As shown in Fig. 14(d), in setting 4, seven types of setting value effects can be executed. As shown in Fig. 14(e), in setting 5, eight types of setting value effects can be executed. As shown in Fig. 14(f), in setting 6, eight types of setting value effects can be executed. Further, in the present embodiment, the executable setting value effects are defined by the acquisition effects executed during the jackpot game before the setting value effects are executed.
[0202] When the sub-CPU 51 determines to execute the setting value effect, it determines the setting value effect to be executed based on the set setting value, whether the first acquisition display flag is stored, and whether the second acquisition display flag is stored. For example, when the set setting value is 1 and neither the first acquisition display flag nor the second acquisition display flag is stored, the sub-CPU 51 determines to execute either the setting value effect H01 or the setting value effect H02. In this case, the sub-CPU 51 performs a lottery so that the setting value effect H01 and the setting value effect H02 are determined with the probabilities in the "selection probability" column in Fig. 14(a). That is, when the set setting value is 1 and neither the first acquisition display flag nor the second acquisition display flag is stored, the sub-CPU 51 determines to execute the setting value effect H01 with a probability of 60% and determines to execute the setting value effect H02 with a probability of 40%.
[0203] For example, when the set value is 3 and the first acquisition display flag is stored, the sub-CPU 51 determines to execute any one of the set value effects H03 to H05. When the set value is 3 and the first acquisition display flag is stored, the sub-CPU 51 determines to execute the set value effect H03 with a probability of 40%, determines to execute the set value effect H04 with a probability of 40%, and determines to execute the set value effect H05 with a probability of 20%. For example, when the set value is 6 and the second acquisition display flag is stored, the sub-CPU 51 determines to execute the set value effect H13.
[0204] During the execution of the first upper limit variable game, the sub-CPU 51 controls the effect display device EH to execute the determined set value effect. In this way, in the gaming machine 10, based on the effect executed during the execution of the jackpot game that occurred before the execution of the first upper limit variable game, the content of the set value effect is determined.
[0205] FIGS. 15(a) and 15(b) show an example of the display content of the effect display device EH when the set value effect is executed. FIG. 15(a) shows an example of the display content of the effect display device EH when the first acquisition effect is executed during the jackpot game that occurred before the execution of the first upper limit variable game and it is determined to execute the set value effect H06. That is, FIG. 15(a) shows an example of the display content of the effect display device EH when, after the end of the jackpot game in which the first acquisition effect was executed, the first upper limit variable game is executed without the occurrence of a jackpot game. On the effect display device EH, a character image St3 of "Set 4 or more" indicating that the set value is 4 or more (4 to 6 in this embodiment) is displayed. Further, on the effect display device EH, a character Kg1 and a dialogue image of "I'll tell you" are displayed.
[0206] FIG. 15(b) shows an example of the display content of the effect display device EH when it is determined to execute the setting value effect H13 in a jackpot game that occurred before the first upper limit variation game is executed and in which the second acquisition effect is executed. That is, FIG. 15(b) shows an example of the display content of the effect display device EH when, after the end of the jackpot game in which the second acquisition effect is executed, the first upper limit variation game is executed without a jackpot game occurring. On the effect display device EH, a character image St4 of "Setting 6 Confirmed" indicating that the set setting value is 6 is displayed. Further, on the effect display device EH, the character Kg2 and a dialogue image of "Let me teach you" are displayed.
[0207] In this way, on the effect display device EH, when the setting value effect is executed, in addition to the display by the setting value effect, the characters displayed in the acquisition effect can be simultaneously displayed. Note that if neither the first acquisition effect nor the second acquisition effect is executed during the jackpot game that occurred before the first upper limit variation game is executed, no characters are displayed on the effect display device EH even when the setting value effect is executed.
[0208] As described above, in the effect display device EH, a setting value effect based on the effect executed during the execution of the jackpot game that occurred before the execution of the first upper limit variation game is executed. Further, the effect display device EH can execute an effect of displaying a character based on the effect executed during the execution of the jackpot game that occurred before the execution of the first upper limit variation game. In the gaming machine 10, when the first acquisition effect is executed and when the second acquisition effect is executed during the execution of the jackpot game that occurred before the execution of the first upper limit variation game, the effect modes of the effects executed by the effect display device EH when the setting value effect is executed are different. In the gaming machine 10, when the first acquisition effect is executed and when neither the first acquisition effect nor the second acquisition effect is executed during the execution of the jackpot game that occurred before the execution of the first upper limit variation game, the effect modes of the effects executed by the effect display device EH when the setting value effect is executed are different. In the gaming machine 10, when the second acquisition effect is executed and when neither the first acquisition effect nor the second acquisition effect is executed during the execution of the jackpot game that occurred before the execution of the first upper limit variation game, the effect modes of the effects executed by the effect display device EH when the setting value effect is executed are different. Thus, when the setting value effect is executed during the execution of the first upper limit variation game, the effect executed by the effect display device EH is executed in an effect mode based on the effect executed during the execution of the jackpot game that occurred before the execution of the first upper limit variation game.
[0209] In the present embodiment, the effect mode of the setting value effect is made different depending on whether the set setting value is equal to or greater than a specified setting value (5 in this embodiment) and whether the set setting value is less than the specified setting value. The specified setting value is not limited to 5. The specified setting value may be 2, may be 3, may be 4, or may be 6. The specified setting value is preferably a setting value excluding some of the setting values.
[0210] In this embodiment, when the set value is greater than or equal to the specified set value and when the set value is less than the specified set value, the color of the character image displayed on the effect display device EH when the set value effect is executed is made different. For example, as shown in the character image St2 in FIG. 8(b) and the character image St4 in FIG. 15(b), in the gaming machine 10, the effect mode of the set value effect is made different by making the colors of the character image St2 and the character image St4 different. Not limited to this, the effect mode of the set value effect may be made different by making the sizes of the character image St2 and the character image St4 different, or the effect mode of the set value effect may be made different by making the areas where the character image St2 and the character image St4 are displayed different. In the gaming machine 10, the effect mode of the set value effect may be made different by making one or more of the color, size, and display area of the character image St2 and the character image St4 different.
[0211] For some of the set value effects (set value effects H08 to H13 as an example) among all types of set value effects (set value effects H01 to H13), the sub-CPU 51 makes the effect mode of the set value effect different when the set value is greater than or equal to the specified set value and when the set value is less than the specified set value. Not limited to this, the sub-CPU 51 may make the effect mode of the set value effect different when the set value is greater than or equal to the specified set value and when the set value is less than the specified set value for all types of set value effects. In this way, when the set value (setting information), which is information related to the result of the big win lottery, is greater than or equal to the specified set value and when it is less than the specified set value, the effect mode of the set value effect is different.
[0212] Next, the types of probability effects will be described together with the control by the sub-CPU 51. Figures 16(a) to 16(f) show an example of the types of probability effects for each set value. There are multiple types of probability effects. In this embodiment, according to the set value, the probability effects that can be executed are determined respectively. As shown in Figure 16(a), in setting 1, two types of probability effects can be executed. As shown in Figure 16(b), in setting 2, three types of probability effects can be executed. As shown in Figure 16(c), in setting 3, three types of probability effects can be executed. As shown in Figure 16(d), in setting 4, four types of probability effects can be executed. As shown in Figure 16(e), in setting 5, four types of probability effects can be executed. As shown in Figure 16(f), in setting 6, four types of probability effects can be executed.
[0213] When the sub-CPU 51 determines to execute a probability effect, it determines the probability effect to be executed according to the set value. For example, when the set value is 1, the sub-CPU 51 determines to execute either probability effect P01 or probability effect P04. In this case, the sub-CPU 51 performs a lottery so that probability effect P01 and probability effect P04 are determined with the probabilities in the "selection probability" column in Figure 16. That is, when the set value is 1, the sub-CPU 51 determines to execute probability effect P01 with a 90% probability and determines to execute probability effect P04 with a 10% probability.
[0214] For example, when the set value is 6, the sub-CPU 51 determines to execute either probability effect P01 - P03, P07. When the set value is 6, the sub-CPU 51 determines to execute probability effect P01 with a 40% probability and determines to execute probability effect P02 with a 20% probability. Also, when the set value is 6, the sub-CPU 51 determines to execute probability effect P03 with a 30% probability and determines to execute probability effect P07 with a 10% probability. The sub-CPU 51 controls the effect display device EH to execute the determined probability effect during the execution of the second upper limit variation game.
[0215] Describe the effects of the embodiments. (1) Since the high-probability short-time state, the first low-probability short-time state, and the second low-probability short-time state are all more advantageous states for the player than the low-probability non-short-time state, the interest in the transition of the gaming state can be improved. When controlled to the high-probability short-time state or the first low-probability short-time state, in addition to the result of the jackpot lottery being a jackpot, multiple benefits such as being controlled to a more advantageous state than the low-probability non-short-time state can be given, thus giving joy. On the other hand, when controlled to the second low-probability short-time state, even if the result of the jackpot lottery is not a jackpot, joy can be given by providing the benefit of being controlled to a more advantageous state than the low-probability non-short-time state. Thus, the high-probability short-time state, the first low-probability short-time state, and the second low-probability short-time state are all more advantageous states than the low-probability non-short-time state, but the factors of joy that can be given when controlled are different, so the quality and quantity of joy are different.
[0216] Here, when in the high-probability short-time state and the first low-probability short-time state, as the first short-time count approaches the first upper limit count, the sense of uneasiness about the high-probability short-time state and the first low-probability short-time state ending increases. Similarly, when in the second low-probability short-time state, as the second short-time count approaches the second upper limit count, the sense of uneasiness about the second low-probability short-time state ending increases. And when in the first upper limit variation game and the second upper limit variation game, the sense of uneasiness about the high-probability short-time state, the first low-probability short-time state, and the second low-probability short-time state ending is further increased. As a result, it is conceivable that the joy given by being controlled to the high-probability short-time state, the first low-probability short-time state, and the second low-probability short-time state is diminished by the uneasiness, and the interest decreases. Since the high-probability short-time state, the first low-probability short-time state, and the second low-probability short-time state have different qualities and quantities of joy when controlled, the felt uneasiness and the qualities and quantities of joy diminished by that uneasiness also differ.
[0217] Under such a premise, in the gaming machine 10, by executing setting value effects according to which of the first upper limit variable game and the second upper limit variable game, i.e., which special game, is executed, effects along with joy and uneasiness can be performed, and a decline in the amusement can be suppressed. And since the setting value effects can be executed regardless of the result of the jackpot lottery, it can be enjoyed from a different perspective from the effects executed according to the result of the jackpot lottery, and the amusement can be improved.
[0218] Furthermore, in the gaming machine 10, a state transition effect can be executed regardless of which of the first upper limit variable game and the second upper limit variable game, i.e., which special game, is executed. Since the state transition effect is executed according to the result of the jackpot lottery, the amusement of the player who anticipates the result of the jackpot lottery can be improved. Thus, since the setting value effects and the state transition effects are executed according to the situation of the upper limit variable game in the high-probability short state, the first low-probability short state, and the second low-probability short state, it is possible to suppress a decline in the amusement due to an increase in uneasiness. And since the execution conditions of the setting value effects and the state transition effects are different, the effects can be enjoyed from different perspectives respectively, and the amusement can be improved. Therefore, in a situation where the uneasiness about the end of an advantageous state increases, a decline in the amusement can be suppressed.
[0219] (2) The setting value presentation is a presentation that suggests or notifies setting information, which is information related to the result of the jackpot lottery. In the gaming machine 10, by executing the setting value presentation for a player who expects a favorable setting value, it is possible to provide enjoyment from a different perspective than the presentation executed according to the result of the jackpot lottery, and the interest can be enhanced. The state transition presentation is a presentation that suggests or notifies the end of the high-probability short state, the first low-probability short state, and the second low-probability short state. Therefore, in the gaming machine 10, by executing the state transition presentation, it is possible to make the player understand the end of the high-probability short state, the first low-probability short state, and the second low-probability short state. And the state transition presentation is not limited to simply making it easier to understand the end of the high-probability short state, the first low-probability short state, and the second low-probability short state. Since the execution depends on the result of the jackpot lottery, the interest can be enhanced. Thus, both the setting value presentation and the state transition presentation have a common point in that they are related to the result of the jackpot lottery, but the content they suggest or notify is different. Therefore, the presentations can be enjoyed from different perspectives, and the interest can be enhanced.
[0220] (3) The high-probability short state and the first low-probability short state are controlled when the result of the jackpot lottery is a jackpot, while the second low-probability short state is controlled when the result of the jackpot lottery is not a jackpot. Therefore, when controlled to the high-probability short state and the first low-probability short state, the amount of joy is more likely to be greater than when controlled to the second low-probability short state. Thus, when controlled from the high-probability short state and the first low-probability short state to the low-probability non-short state, the amount of joy that decreases is more likely to be greater than when controlled from the second low-probability short state to the low-probability non-short state. In the gaming machine 10, by executing the setting value presentation when the first upper limit variable game is executed, the amount of joy that decreases can be reduced.
[0221] (4) In the gaming machine 10, by executing either the setting value presentation or the probability presentation depending on whether it is the first upper limit variation game or the second upper limit variation game, it is possible to perform a presentation along with joy or uneasiness, and it is possible to suppress a decrease in interest. In the gaming machine 10, in a situation where a series of processes including that in the low-probability non-time-shortening state the jackpot lottery result is a jackpot, and then in the high-probability time-shortening state and the first low-probability time-shortening state the first time-shortening count reaches the first upper limit count and the first upper limit variation game is executed and controlled to the low-probability non-time-shortening state is delimited, the setting value presentation is executed. In the gaming machine 10, in a situation where a series of processes is delimited and the jackpot lottery result becomes a jackpot again and is controlled to the high-probability time-shortening state and the first low-probability time-shortening state, by executing the setting value presentation, it is possible to suppress a decrease in interest in the game after being controlled to the low-probability non-time-shortening state. Further, in the gaming machine 10, in a situation where in the second low-probability time-shortening state the second time-shortening count reaches the second upper limit count and can be controlled to the low-probability non-time-shortening state, by executing the probability presentation, it is possible to suppress a decrease in interest in the game after being controlled to the low-probability non-time-shortening state. Thus, since the setting value presentation and the probability presentation are executed when the upper limit variation game in the high-probability time-shortening state, the first low-probability time-shortening state, and the second low-probability time-shortening state is executed, it is possible to suppress a decrease in interest due to an increase in uneasiness. And since the upper limit variation games to be executed are different for the setting value presentation and the probability presentation, it is possible to execute a presentation along with the joy and uneasiness at that time. Therefore, it is possible to suppress a decrease in interest in a situation where uneasiness about the end of an advantageous state increases.
[0222] (5) The set value presentation and the probability presentation are presentations that suggest or notify different information. On the other hand, both the set value presentation and the probability presentation are presentations that suggest or notify information related to the result of the jackpot lottery. For this reason, when the first upper limit variation game is executed and when the second upper limit variation game is executed, it is possible to suggest or notify information related to the result of the jackpot lottery according to each situation. And when the set value presentation is executed and when the probability presentation is executed, it is possible to make the player expect information related to the result of the jackpot lottery from different viewpoints, and the interest can be improved.
[0223] (6) Since both the set value presentation and the probability presentation can be executed regardless of the result of the jackpot lottery, they can be enjoyed from a different viewpoint from the presentation executed according to the result of the jackpot lottery, and the interest can be improved. And since the upper limit variation games to be executed are different for the set value presentation and the probability presentation, it is possible to execute a presentation along with the joy and sense of uneasiness at that time. Further, in the gaming machine 10, the state transition presentation can be executed regardless of which special game of the first upper limit variation game and the second upper limit variation game is executed. Since the state transition presentation is executed according to the result of the jackpot lottery, it is possible to improve the interest of the player who expects the result of the jackpot lottery. In this way, in the first upper limit variation game, in addition to the set value presentation, the state transition presentation can be executed. Also, in the second upper limit variation game, in addition to the probability presentation, the state transition presentation can be executed. Thereby, in the gaming machine 10, it is possible to execute the set value presentation, the probability presentation, or the state transition presentation according to the situation where the advantageous state can end. And since the execution conditions of the set value presentation, the probability presentation, and the state transition presentation are different, they can be enjoyed from different viewpoints respectively, and the interest can be improved. Therefore, in a situation where the sense of uneasiness about the end of the advantageous state increases, it is possible to suppress the decrease in interest.
[0224] (7) The setting value presentation is executed only when any of the first upper limit variation game and the second upper limit variation game, which are special games, is executed. Thereby, in the gaming machine 10, the rarity of the setting value presentation can be enhanced, and the interest in the execution of the setting value presentation can be improved. However, if the setting value presentation is executed even after the next special game and subsequent special games after the special game in which the setting value presentation was executed, the rarity of the setting value presentation will be decreased and it will be difficult to improve the interest in the execution of the setting value presentation. In particular, the gaming machine 10 aims to suppress the decrease in interest by executing the setting value presentation when the advantageous state ends. By the way, the setting value presentation of the gaming machine 10 is configured to end by the time the next special game after the special game in which the setting value presentation was executed starts. Thereby, by executing the setting value presentation with high rarity, it is possible to suppress the decrease in interest in a situation where the sense of uneasiness about the end of the advantageous state increases.
[0225] (8) In the gaming machine 10, since the presentation mode of the state transition presentation does not differ depending on which of the first upper limit variation game and the second upper limit variation game is executed, it is easy to understand what kind of presentation the state transition presentation is. Thereby, in the gaming machine 10, it is possible to make it easier to recognize whether or not the state transition presentation has been executed, and it is possible to improve the interest of the player who expects the result of the jackpot lottery in the first upper limit variation game and the second upper limit variation game.
[0226] (9) When the setting value presentation and the state transition presentation are executed, the state transition presentation is started after the setting value presentation is started. Thereby, it is possible to particularly draw attention to whether or not the state transition presentation will be executed between the start of the setting value presentation and the start of the state transition presentation, and it is possible to improve the interest.
[0227] (10) The setting value presentation is executed only when the first upper limit variation game among the first upper limit variation game and the second upper limit variation game is executed. The probability presentation is executed only when the second upper limit variation game among the first upper limit variation game and the second upper limit variation game is executed. Thereby, in the gaming machine 10, the rarity of the setting value presentation and the probability presentation can be enhanced, and the interest in the execution of the setting value presentation and the probability presentation can be improved. However, if the setting value presentation is executed even after the special game following the first upper limit variation game, the rarity of the setting value presentation will be reduced, and it will be difficult to improve the interest in the execution of the setting value presentation. Similarly, if the probability presentation is executed even after the special game following the second upper limit variation game, the rarity of the probability presentation will be reduced, and it will be difficult to improve the interest in the execution of the probability presentation. In particular, the gaming machine 10 aims to suppress a decrease in interest by executing the setting value presentation and the probability presentation when a favorable state ends. By the way, the setting value presentation is configured to end before the start of the special game following the first upper limit variation game. Similarly, the probability presentation is configured to end before the start of the special game following the second upper limit variation game. Thereby, by executing the setting value presentation and the probability presentation with high rarity, it is possible to suppress a decrease in interest in a situation where the sense of uneasiness about the end of a favorable state increases.
[0228] (11) In the gaming machine 10, at least part of the conditions for ending the setting value presentation and the conditions for ending the probability presentation are different. Thereby, in the gaming machine 10, the setting value presentation and the probability presentation can be ended according to the situation of the upper limit variation game in the high-probability short state, the first low-probability short state, and the second low-probability short state. Therefore, in the gaming machine 10, by executing either the setting value presentation or the probability presentation depending on whether it is the first upper limit variation game or the second upper limit variation game, it is possible to perform a presentation along with joy and uneasiness, and suppress a decrease in interest.
[0229] (12) In the gaming machine 10, probability presentation is executed in a situation where the second upper limit variable game is played and it can be controlled to the low-probability non-time-shortening state. The probability presentation is a presentation that suggests or notifies information that can specify the degree of advantage in the development of the game after the end of the second upper limit variable game. Thereby, even if it is controlled from the second low-probability time-shortening state to the low-probability non-time-shortening state, the probability presentation can be executed to improve the interest in the game after being controlled to the low-probability non-time-shortening state. Therefore, in a situation where the sense of uneasiness about the end of the advantageous state increases, the decline in interest can be suppressed.
[0230] (13) In the gaming machine 10, not only is the set value presentation simply executed, but the execution time of the set value presentation is varied according to the result of the jackpot lottery. Thereby, in addition to the content of the set value presentation, the execution time of the set value presentation can also be made conscious, and the interest can be improved.
[0231] (14) In the gaming machine 10, since the state transition presentation is not executed when the result of the jackpot lottery is a jackpot, it is possible to particularly draw the attention of the player who expects the jackpot symbol to be derived and become a jackpot as to whether or not the state transition presentation is executed. Further, in the gaming machine 10, in a situation where a losing symbol or a chance symbol is derived as a result of the special game and the state transition presentation can end, it is also possible to draw attention to the execution time of the state transition presentation and the timing when the result of the special game is derived, and the interest can be improved.
[0232] (15) The presentation executed on the presentation display device EH when the set value presentation is executed is executed in a presentation mode based on the presentation executed during the jackpot game. Thereby, in the gaming machine 10, the attention degree for the presentation executed in the jackpot game can be increased, and the sense of expectation and enjoyment for the execution of the set value presentation can be given, and the interest can be improved. Also, the relevance between the presentation executed in the jackpot game and the presentation mode of the presentation when the set value presentation is executed can be made interesting, and the interest can be improved.
[0233] (16) In the gaming machine 10, the mode of the information (setting information) suggested or notified by the setting value effect is different depending on whether it is equal to or greater than the specified setting value or less than the specified setting value. Thereby, when the setting value effect is executed, it is possible to make it easier to understand that a value equal to or greater than the specified setting value has been suggested or notified. For this reason, for example, it is possible to draw the attention of players who expect a value equal to or greater than the specified setting value to the mode of the setting value effect, and it is possible to improve the interest.
[0234] (17) In the high-probability short state, the first low-probability short state, and the second low-probability short state, the execution time of the special game is more likely to be shorter than that in the low-probability non-short state. And, the first upper limit variable game and the second upper limit variable game have different variable times. The variable time can be said to be the time during which an effect can be executed during the execution of the special game. Since the setting value effect is not executed when either one of the first upper limit variable game and the second upper limit variable game is executed, and is executed when the other special game is executed, it is possible to configure the setting value effect along the variable time of the other special game. Thereby, in the gaming machine 10, it is possible to make it easier to recognize the content of the setting value effect by executing a setting value effect without a sense of incongruity, and it is possible to suppress a decrease in interest by executing the setting value effect. Also, since the state transition effect can be executed regardless of which special game of the first upper limit variable game and the second upper limit variable game with different variable times is executed, even if the same state transition effect is executed, different impressions can be given depending on which special game of the first upper limit variable game and the second upper limit variable game is executed. Thereby, it is possible to give diversity to the way of enjoying the execution of the state transition effect, and it is possible to improve the interest.
[0235] (18) The average variation time of the first upper limit variation game is shorter than that of the second upper limit variation game. That is, the time from the start of the first upper limit variation game until it is controlled to the low-probability non-time-saving state is more likely to be shorter than the time from the start of the second upper limit variation game until it is controlled to the low-probability non-time-saving state. Therefore, when the first upper limit variation game is started, it is easy to increase the sense of uneasiness about being controlled to the low-probability non-time-saving state. In such a situation, since the set value presentation is executed, it is possible to effectively suppress the decline in interest.
[0236] (19) Since the first upper limit variation game and the second upper limit variation game have different variation times, they can also be made enjoyable from the viewpoints of the variation time and the timing when the state transition presentation is executed. (20) The set value presentation is executed when the first upper limit variation game is executed. Since the variation time of the first upper limit variation game does not vary depending on the number of the second special games held, it is possible to configure the set value presentation along the variation time of the first upper limit variation game. Thereby, in the gaming machine 10, it is possible to make it easier to recognize the content of the set value presentation by executing a set value presentation without a sense of incongruity, and it is possible to suppress the decline in interest by executing the set value presentation. Also, since the state transition presentation is executed even in the second upper limit variation game whose variation time varies depending on the number of the second special games held, it is possible to give different impressions depending on the number of the second special games held. Thereby, it is possible to provide diversity in the way of enjoying the execution of the state transition presentation, and it is possible to improve the interest.
[0237] (21) In the first upper limit variation game and the second upper limit variation game, the variation time when the result of the jackpot lottery is a jackpot is different. The variation time can also be said to be the time during which an effect can be executed during the execution of the special game. Since the setting value effect is executed when the first upper limit variation game is executed, a setting value effect along the variation time of the first upper limit variation game can be configured. Thereby, in the gaming machine 10, the content of the setting value effect can be made easy to recognize by executing a setting value effect without a sense of incongruity, and the decrease in interest can be suppressed by executing the setting value effect. On the other hand, since the probability effect is executed when the second upper limit variation game is executed, a probability effect along the variation time of the second upper limit variation game can be configured. In particular, since the probability effect can be regarded as an effect that suggests or notifies the probability that a jackpot symbol is derived as a result of the second upper limit variation game, it can be said that the relevance between the variation time when a jackpot symbol is derived as a result of the second upper limit variation game and the timing and period when the probability effect is executed is strong. In the gaming machine 10, when a jackpot symbol is derived as a result of the second upper limit variation game, a probability effect along the variation time at that time can be executed, and the decrease in interest can be suppressed.
[0238] (22) In the first upper limit variable game and the second upper limit variable game, the variable time when the result of the big win lottery is not a big win is different. Since the setting value effect is executed when the first upper limit variable game is executed, a setting value effect along the variable time of the first upper limit variable game can be configured. Thereby, in the gaming machine 10, the content of the setting value effect can be easily recognized by executing a setting value effect without a sense of incongruity, and the decrease in interest can be suppressed by executing the setting value effect. On the other hand, since the probability effect is executed when the second upper limit variable game is executed, a probability effect along the variable time of the second upper limit variable game can be configured. In particular, since the probability effect can be regarded as an effect that suggests or notifies the probability of deriving a big win symbol as a result of the second upper limit variable game, it can be said that the relevance between the variable time when a losing symbol or a chance symbol is derived as a result of the second upper limit variable game and the timing and period when the probability effect is executed is strong. In the gaming machine 10, when a losing symbol or a chance symbol is derived as a result of the second upper limit variable game, a probability effect along the variable time at that time can be executed, and the decrease in interest can be suppressed.
[0239] The above embodiment can be implemented with the following modifications. The above embodiment and the following modification examples can be implemented in combination with each other within a technically non - conflicting range. · The gaming machine 10 may be provided with effect operation means as an example of operation means operable by a player. The effect operation means may be of a button type enabling a pressing operation, a touch sensor type, or a lever type. The effect operation means may be provided on the frame body 11. It is preferable that the sub - CPU 51 can input a detection signal output when the effect operation means is operated.
[0240] ·In the gaming machine 10, when the effect operation means is operated while the set value effect is being executed, the set value effect may be terminated. That is, the set value effect may be terminated based on the operation of the effect operation means. The condition for terminating the set value effect may include the operation of the effect operation means. The sub-CPU 51 may terminate the set value effect when a detection signal is input from the effect operation means until the next special game after the first upper limit variation game is started. Even if it was before the first upper limit variation game ended, the sub-CPU 51 may terminate the set value effect when a detection signal is input from the effect operation means. On the other hand, in the gaming machine 10, even if the effect operation means is operated while the probability effect is being executed, the probability effect may not end. That is, the condition for terminating the probability effect may not include the operation of the effect operation means. Thereby, when the set value effect is being executed, the player can terminate the set value effect at an arbitrary timing. Therefore, for example, when the player does not want others other than the player to see the set value effect, the player can suppress the set value effect from being seen. Therefore, according to this modification example, a special feeling can be created for the set value effect as a dedicated effect for the player, and the interest can be improved by executing the set value effect.
[0241] · In the gaming machine 10, when the production operation means is operated while the set value production is being executed, the set value production may end. That is, the set value production may be ended based on the operation of the production operation means. The conditions for ending the set value production may include the operation of the production operation means. Also, in the gaming machine 10, when the production operation means is operated while the probability production is being executed, the probability production may end. That is, the probability production may be ended based on the operation of the production operation means. The conditions for ending the probability production may include the operation of the production operation means. Thereby, when the set value production and the probability production are being executed, the player can end the set value production and the probability production at an arbitrary timing. Therefore, for example, when the player does not want others other than the player to see the set value production and the probability production, the player can suppress the set value production and the probability production from being seen. Therefore, according to this modification example, a special feeling can be created for the set value production and the probability production as the player's exclusive production, and the interest can be improved by the execution of the set value production and the probability production.
[0242] · In the gaming machine 10, when the production operation means is operated while the state transition production is being executed, the state transition production may end. That is, the state transition production may be ended based on the operation of the production operation means. Thereby, when the state transition production is being executed, the player can end the state transition production at an arbitrary timing. Therefore, for example, when the player does not want others other than the player to see the state transition production, the player can suppress the state transition production from being seen. Therefore, according to this modification example, a special feeling can be created for the state transition production as the player's exclusive production, and the interest can be improved by the execution of the state transition production.
[0243] · When the sub-CPU 51 decides to execute the set value effect, it may determine the execution time of the set value effect according to the second special hold number. When the sub-CPU 51 decides to execute the set value effect, it may also determine the length of the execution time of the set value effect based on the second hold command. For example, the execution time of the set value effect may be longer in the order of the second special hold number being 1 < 2 < 3 < 4. For example, the execution time of the set value effect may be longer in the order of the second special hold number being 4 < 3 < 2 < 1. The execution time of the set value effect may be longer or shorter when the result of the first upper limit variation game is a losing symbol or a chance symbol than when the result of the first upper limit variation game is a winning symbol. In this way, the execution time of the set value effect may vary according to the number of special games held based on the fact that a game ball has entered the second start port 16 when the first upper limit variation game is executed. Thereby, in addition to the effect content of the set value effect, it is also possible to make the player aware of the second special hold number when the first upper limit variation game is executed and the execution time of the set value effect, and the interest can be improved.
[0244] ·The type of the variation pattern and the variation time of the variation pattern may be changed as appropriate. For example, in the variation pattern table HTB04, there may be a variation pattern different from the variation pattern HP41 as the variation pattern determined when the special symbol is a losing symbol. In the variation pattern table HTB04, there may be a variation pattern different from the variation pattern HP42 as the variation pattern determined when the special symbol is a chance symbol. In the variation pattern table HTB04, there may be a variation pattern different from the variation pattern HP43 as the variation pattern determined when the special symbol is a big win symbol. And the variation patterns that can be determined when the variation pattern table HTB04 is determined may have different variation times respectively. That is, the variation time of the first upper limit variation game may be determined as the variation times of different special games according to the result of the variation pattern determination process. Even in this case, the sub-CPU 51 may execute the set value effect regardless of the determined variation pattern when the first upper limit variation game starts. That is, the set value effect may be executed regardless of the variation time of the first upper limit variation game. Thereby, during the execution of the first upper limit variation game, in particular, attention can be drawn to the execution of the set value effect, and the decline in interest can be suppressed by making the content of the set value effect easy to recognize.
[0245] ·The set value effect may be executed even after the first upper limit variation game ends. The set value effect preferably ends at least until the next special game after the first upper limit variation game starts. For example, when the first upper limit variation game ends and both the first special hold number and the second special hold number are 0, the sub-CPU 51 may continue to execute the set value effect until the first hold command and the second hold command are input. The sub-CPU 51 may end the set value effect when the first hold command and the second hold command are input.
[0246] ·The setting value presentation may end after the first upper limit variation game ends and before the next first special game starts. Even if the first upper limit variation game ends, the setting value presentation may continue to be executed when the second special game is executed as the next special game. The sub-CPU 51 may end the setting value presentation when the second special reservation count becomes 0 and the second special game ends.
[0247] ·The probability presentation may be executed even after the second upper limit variation game ends. The probability presentation may end at least before the next special game after the second upper limit variation game starts. For example, when the second upper limit variation game ends and both the first special reservation count and the second special reservation count are 0, the sub-CPU 51 may continue to execute the probability presentation until the first reservation command and the second reservation command are input. The sub-CPU 51 may end the probability presentation when the first reservation command and the second reservation command are input.
[0248] ·The probability presentation may end after the second upper limit variation game ends and before the next first special game starts. Even if the second upper limit variation game ends, the probability presentation may continue to be executed when the second special game is executed as the next special game. The sub-CPU 51 may end the probability presentation when the second special reservation count becomes 0 and the second special game ends.
[0249] · When the second upper limit variation game is started, the sub-CPU 51 may determine whether to execute a probability effect according to the determined variation pattern. For example, when either the variation pattern HP61 or the variation pattern HP64 is determined, the sub-CPU 51 may determine not to execute the probability effect. On the other hand, when a variation pattern different from the variation pattern HP61 and the variation pattern HP64 is determined, the sub-CPU 51 may determine to execute the probability effect. That is, the sub-CPU 51 may determine to execute the probability effect when the variation time of the second upper limit variation game is a predetermined time (for example, 11 seconds) or more. In this way, the probability effect may be executed or not depending on the variation time of the second upper limit variation game. Thereby, during the execution of the second upper limit variation game, it is possible to make the player enjoy it from the viewpoints of the variation time and the timing when the probability effect is executed. The probability effect may be executed when the variation time of the second upper limit variation game is a predetermined time or more, while it may not be executed when the variation time of the second upper limit variation game is less than the predetermined time. Thereby, during the execution of the second upper limit variation game, it is possible to make the player enjoy it from the viewpoint of whether the predetermined time has elapsed or not.
[0250] ·When the set value is greater than or equal to a specified set value (for example, 4) and when the set value is less than the specified set value, the presentation mode of the probability presentation may be different. That is, the probability presentation may have different presentation modes when the probability of deriving a jackpot symbol as a result of the second upper limit variation game is higher than a predetermined probability (for example, 1 / 290) and when the probability of deriving a jackpot symbol as a result of the second upper limit variation game is lower than the predetermined probability. For example, when the probability of deriving a jackpot symbol as a result of the second upper limit variation game is higher than the predetermined probability and when the probability of deriving a jackpot symbol as a result of the second upper limit variation game is lower than the predetermined probability, the color of the character image displayed on the presentation display device EH when the probability presentation is executed may be different. Not limited to this, the presentation mode of the probability presentation may be made different by changing the size of the character image, or the presentation mode of the probability presentation may be made different by changing the area where the character image is displayed. In the gaming machine 10, the presentation mode of the set value presentation may be made different by changing one or more of the color of the character image, the size of the character image, and the area where the character image is displayed. Thereby, when the probability presentation is executed, it is possible to make it easier to understand the probability of deriving a jackpot symbol as a result of the second upper limit variation game. And, it is possible to draw the attention of the player who expects that the probability of deriving a jackpot symbol as a result of the second upper limit variation game is higher than the predetermined probability to the presentation mode of the probability presentation, and it is possible to improve the interest.
[0251] · When a losing symbol and a chance symbol are derived as the result of the first upper limit variation game, the average variation time of the first upper limit variation game may be made shorter than the average variation time of the first upper limit variation game when a jackpot symbol is derived as the result of the first upper limit variation game. Also, when a losing symbol and a chance symbol are derived as the result of the second upper limit variation game, the average variation time of the second upper limit variation game may be made shorter than the average variation time of the second upper limit variation game when a jackpot symbol is derived as the result of the second upper limit variation game. Thereby, in the first upper limit variation game and the second upper limit variation game, after the special game starts, it is easier for a losing symbol or a chance symbol to be derived earlier than when a jackpot symbol is derived. Therefore, in this modified example, when the first upper limit variation game and the second upper limit variation game are executed, it is possible to draw attention to both whether a losing symbol or a chance symbol is derived and whether a state transition effect is executed, and it is possible to improve the interest.
[0252] · When a jackpot symbol is derived as the result of the first upper limit variation game, the average variation time of the first upper limit variation game may be made shorter than the average variation time of the first upper limit variation game when a losing symbol and a chance symbol are derived as the result of the first upper limit variation game. Also, when a jackpot symbol is derived as the result of the second upper limit variation game, the average variation time of the second upper limit variation game may be made shorter than the average variation time of the second upper limit variation game when a losing symbol and a chance symbol are derived as the result of the second upper limit variation game. Thereby, in the first upper limit variation game and the second upper limit variation game, after the special game starts, it is easier for a jackpot symbol to be derived earlier than when a losing symbol or a chance symbol is derived. Therefore, in this modified example, when the first upper limit variation game and the second upper limit variation game are executed, it is possible to draw attention to both whether a jackpot symbol is derived and whether a state transition effect is executed, and it is possible to improve the interest.
[0253] ·The specified period may include the period from when the probability state is in the low probability state and the main RWM44 is initialized until it is controlled to the second short-time low probability state, or until the next big win game occurs after the main RWM44 is initialized.
[0254] ·The specified number of times may be changed as appropriate. The specified number of times may be 499 or less, or may be 501 or more. The specified number of times should be at least 1 or more. ·The first short-time initial number of times may be the same as the first upper limit number of times. That is, when the main CPU42 ends the big win game, it may store the first short-time initial number of times (100 in this modification example) in the main RWM44 as the first short-time number of times. In this case, after the main CPU42 ends the first big win game or the second big win game, each time it ends the special game, it subtracts 1 from the first short-time number of times stored in the main RWM44. When the updated first short-time number of times becomes 0, the main CPU42 erases the first short-time flag.
[0255] ·The second short-time initial number of times may be the same as the second upper limit number of times. That is, when the main CPU42 controls to the second short-time low probability state, it may store the second short-time initial number of times (700 in this modification example) in the main RWM44 as the second short-time number of times. In this case, after the main CPU42 controls to the second short-time low probability state, each time it ends the special game, it subtracts 1 from the second short-time number of times stored in the main RWM44. When the updated second short-time number of times becomes 0, the main CPU42 erases the second short-time flag.
[0256] ·The initial number of operating times may be the same as the specified number of times. That is, when the main CPU42 ends the big win game, it stores the initial number of operating times (500 in this modification example) in the main RWM44 as the number of operating times. After the main CPU42 ends the big win game, when the probability state is in the low probability state, each time it ends the special game, it subtracts 1 from the number of operating times stored in the main RWM44. When the updated number of operating times becomes 0, the main CPU42 sets the second short-time flag in the main RWM44.
[0257] · The first upper limit number of times and the second upper limit number of times may be changed as appropriate. The first upper limit number of times may be 99 times or less, or may be 101 times or more. Also, the second upper limit number of times may be 699 times or less, or may be 701 times or more. The first upper limit number of times and the second upper limit number of times are preferably at least 1 time or more. The first upper limit number of times may be more or less than the second upper limit number of times. The initial number of operating times may be changed as appropriate. The initial number of operating times may be 499 times or less, or may be 501 times or more.
[0258] · The trigger for executing the chance lottery executed by the main CPU 42 may be changed as follows. Note that the triggers for the chance lottery shown below may be combined and implemented with each other within a technically non - conflicting range.
[0259] The chance lottery may be executed in one of the processes for executing the first special game and the process for executing the second special game, while not being executed in the other process. For example, the chance lottery may be executed in the process for executing the first special game, while not being executed in the process for executing the second special game. For example, the chance lottery may be executed in the process for executing the second special game, while not being executed in the process for executing the first special game.
[0260] The chance lottery can be executed when the game is controlled to a specific game state among a plurality of game states, while it may not be executed when the game is controlled to a game state different from the specific game state. For example, the chance lottery can be executed when the game is controlled to a low-probability non-time-shortening state, while it may not be executed when the game is controlled to a high-probability time-shortening state, a first low-probability time-shortening state, and a second low-probability time-shortening state. For example, the chance lottery can be executed when the game is controlled to a high-probability time-shortening state, a first low-probability time-shortening state, and a second low-probability time-shortening state, while it may not be executed when the game is controlled to a low-probability non-time-shortening state. For example, the chance lottery can be executed when the game is controlled to a low-probability non-time-shortening state and a second low-probability time-shortening state, while it may not be executed when the game is controlled to a high-probability time-shortening state and a first low-probability time-shortening state. For example, the chance lottery can be executed when the game is controlled to a high-probability time-shortening state and a first low-probability time-shortening state, while it may not be executed when the game is controlled to a low-probability non-time-shortening state and a second low-probability time-shortening state. For example, the chance lottery can be executed when the game is controlled to a low-probability non-time-shortening state, a first low-probability time-shortening state, and a second low-probability time-shortening state, while it may not be executed when the game is controlled to a high-probability time-shortening state. For example, the chance lottery can be executed when the game is controlled to a high-probability time-shortening state, while it may not be executed when the game is controlled to a low-probability non-time-shortening state, a first low-probability time-shortening state, and a second low-probability time-shortening state.
[0261] The chance lottery may be executed based on the number of times the special game is executed. For example, the chance lottery may be executed based on the number of times the special game is executed after the power is turned on. The chance lottery can be executed when the first-time (for example, the first time) special game is executed after the power is turned on, while it may not be executed when the second-time special game different from the first-time after the power is turned on is executed. The chance lottery can be executed when the number of times the special game is executed after the power is turned on has not reached the third number (for example, 5), while it may not be executed when the number of times the special game is executed after the power is turned on has reached the third number. For example, the chance lottery may be executed based on the number of times the special game is executed after the game state has shifted. Note that "after the game state has shifted" includes after shifting from any of the high-probability short-time state, the first low-probability short-time state, and the second low-probability short-time state to the low-probability non-short-time state, and after shifting from the low-probability non-short-time state to any of the high-probability short-time state, the first low-probability short-time state, and the second low-probability short-time state. The chance lottery can be executed when the fourth-time (for example, the first time) special game is executed after shifting to the low-probability non-short-time state, while it may not be executed when the fifth-time special game different from the fourth-time after shifting to the low-probability non-short-time state is executed. The chance lottery can be executed when the number of times the special game is executed after shifting to the low-probability non-short-time state has not reached the sixth number (for example, 5), while it may not be executed when the number of times the special game is executed after shifting to the low-probability non-short-time state has reached the sixth number.
[0262] · When a chance symbol is derived in a special game, the main CPU 42 may control to enter the second low-probability short state based on the number of times the special game has been executed. For example, when a chance symbol is derived in a special game, the main CPU 42 may control to enter the second low-probability short state based on the number of times the special game has been executed after the power is turned on. The main CPU 42 can control to enter the second low-probability short state when a chance symbol is derived in the seventh special game (e.g., the first time) after the power is turned on, while when a chance symbol is derived in the eighth special game different from the seventh after the power is turned on, it may not control to enter the second low-probability short state. When a chance symbol is derived when the number of times the special game has been executed after the power is turned on has not reached the ninth time (e.g., 5 times), the main CPU 42 can control to enter the second low-probability short state, while when a chance symbol is derived when the number of times the special game has been executed after the power is turned on has reached the ninth time, it may not control to enter the second low-probability short state. For example, when a chance symbol is derived in a special game, the main CPU 42 may control to enter the second low-probability short state based on the number of times the special game has been executed after the game state has shifted. When a chance symbol is derived in the tenth special game (e.g., the first time) after entering the low-probability non-short state, the main CPU 42 can control to enter the second low-probability short state, while when a chance symbol is derived in the eleventh special game different from the tenth after entering the low-probability non-short state, it may not control to enter the second low-probability short state. When a chance symbol is derived when the number of times the special game has been executed after entering the low-probability non-short state has not reached the twelfth time (e.g., 5 times), the main CPU 42 may be able to control to enter the second low-probability short state. On the other hand, when a chance symbol is derived when the number of times the special game has been executed after entering the low-probability non-short state has reached the twelfth time, it may not control to enter the second low-probability short state.
[0263] ·The specific opportunity determination value may be different according to the set value. In this case, the probability of winning the chance draw may be set to be higher in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6, or may be set to be higher in the order of setting 6 < setting 5 < setting 4 < setting 3 < setting 2 < setting 1. The probability of winning the chance draw may be higher or lower than the probability of winning the big win draw for any set value.
[0264] ·When being controlled in the low-probability non-time-shortening state, the probability of executing the set value presentation after being controlled to the high-probability time-shortening state or the first low-probability time-shortening state due to the result of the big win draw being a big win may be higher than the probability of executing the probability presentation after being controlled to the second low-probability time-shortening state without the result of the big win draw being a big win. That is, the frequency of executing the set value presentation may be higher than the frequency of executing the probability presentation.
[0265] ·When being controlled in the low-probability non-time-shortening state, the probability of executing the probability presentation after being controlled to the second low-probability time-shortening state without the result of the big win draw being a big win may be higher than the probability of executing the set value presentation after being controlled to the high-probability time-shortening state or the first low-probability time-shortening state due to the result of the big win draw being a big win. That is, the frequency of executing the probability presentation may be higher than the frequency of executing the set value presentation.
[0266] ·When being controlled in the high-probability time-shortening state or the first low-probability time-shortening state and the number of times after a big win is less than the first upper limit number of times, the main CPU 42 may determine different variable pattern tables according to whether the second special reserved number is any of 0 to 4. And in the gaming machine 10, when being controlled in the high-probability time-shortening state or the first low-probability time-shortening state and the number of times after a big win is less than the first upper limit number of times, the average variable time of the special game may be set to be shorter as the number of the second special reserved numbers is larger.
[0267] · When controlled to the second low-probability short state, the main CPU 42 may determine different variation pattern tables depending on whether the second special reserved number is any of 0 to 4. And in the gaming machine 10, when controlled to the second low-probability short state, the average variation time of the special game may be shorter as the number of the second special reserved numbers is larger.
[0268] · The state transition effect may be executed during the execution of the next special game after the first upper limit variation game and the second upper limit variation game are ended. For example, when there is 1 or more second special reserved numbers when the first upper limit variation game and the second upper limit variation game start, the state transition effect may be executed in the next special game (the second special game) after the first upper limit variation game and the second upper limit variation game are ended. In this case, the state transition effect may or may not be executed during the execution of the first upper limit variation game and the second upper limit variation game. Also, the state transition effect may be started during the execution of the first upper limit variation game and the second upper limit variation game and may continue to be executed in the next special game after the first upper limit variation game and the second upper limit variation game are ended. And the state transition effect may end when the second special reserved number becomes 0.
[0269] · When the sub-CPU 51 receives an opening command, it may increment by 1 the information that can identify the number of consecutive jackpot wins (hereinafter referred to as the consecutive jackpot count) and store it in the sub-RWM 53. The consecutive jackpot count is information that can identify the number of times a jackpot game has occurred from when a jackpot game occurs while being controlled in either the low-probability non-time-shortening state or the second low-probability time-shortening state (so-called, from the first jackpot) until the first time-shortening count reaches the first upper limit count and is controlled to the low-probability non-time-shortening state. The consecutive jackpot count may be incremented by 1 when the second jackpot game starts, while not incremented by 1 when the first jackpot game starts. That is, the consecutive jackpot count is the number of times incremented when a part of the types of jackpot games among multiple types of jackpot games start, and is the number related to the result of the jackpot lottery. Thus, the consecutive jackpot count is the so-called consecutive winning count and can be regarded as information related to the result of the jackpot lottery. Note that when the sub-CPU 51 is controlled from the first low-probability time-shortening state to the low-probability non-time-shortening state because the first time-shortening count reaches the first upper limit count, it initializes (to 0) the consecutive jackpot count and stores it in the sub-RWM 53. Also, when the sub-CPU 51 is controlled from the high-probability time-shortening state to the low-probability non-time-shortening state because the first time-shortening count reaches the first upper limit count, it initializes (to 0) the consecutive jackpot count and stores it in the sub-RWM 53. The sub-CPU 51 may execute an acquired effect during the jackpot game based on the consecutive jackpot count. And the sub-CPU 51 may store the first acquired display flag and the second acquired display flag in the sub-RWM 53 based on the consecutive jackpot count. For example, when the consecutive jackpot count reaches the first consecutive count (e.g., 5 times), the sub-CPU 51 may control the effect display device EH so that the first consecutive winning point is displayed as an image that can identify the consecutive jackpot count. For example, the first consecutive winning point may be a character image of "5 consecutive wins". Further, the sub-CPU 51 may control the effect display device EH so that the character Kg1 and the character image of "panda appears" are displayed. The sub-CPU 51 may control the effect display device EH so that the character Kg1 and the character image of "panda appears" are continuously displayed. At this time, the sub-CPU 51 may store the first acquired display flag in the sub-RWM 53.For example, when the number of consecutive big wins reaches the second consecutive number (e.g., 10 times), the sub-CPU 51 may control the effect display device EH so that the second consecutive win point is displayed as an image capable of specifying the number of consecutive big wins. For example, the second consecutive win point may be a character image of "10 consecutive wins". Further, the sub-CPU 51 may control the effect display device EH so that the character Kg2 and the character image of "lion appearance" are displayed. The sub-CPU 51 may control the effect display device EH so that the character Kg2 and the character image of "lion appearance" are continuously displayed. At this time, the sub-CPU 51 may store the second acquisition display flag in the sub-RWM 53. And the sub-CPU 51 may execute a set value effect based on the execution content of the acquisition effect. That is, the sub-CPU 51 may execute a set value effect based on the number of consecutive big wins.
[0270] · The probability effect may also be executed when a special game different from the second upper limit variable game is executed. For example, when it is in the second low-probability short state, the probability effect may be made executable not only for the second upper limit variable game. On the other hand, when it is in the high-probability short state and the first low-probability short state, the probability effect may be made non-executable.
[0271] · The state transition effect may be executed with different display contents depending on the game state before the transition. For example, when the state transition effect is controlled in the first low-probability short state and the first upper limit variable game is executed, a character image of "the first low-probability short state will end" may be displayed on the effect display device EH. For example, when the state transition effect is controlled in the high-probability short state and the first upper limit variable game is executed, a character image of "the high-probability short state will end" may be displayed on the effect display device EH. For example, when the state transition effect is controlled in the second low-probability short state and the second upper limit variable game is executed, a character image of "the second low-probability short state will end" may be displayed on the effect display device EH.
[0272] ·The execution time of the state transition effect may be the same regardless of whether the first upper limit variation game or the second upper limit variation game is executed. The execution time of the state transition effect may be different based on which of the first upper limit variation game and the second upper limit variation game is executed.
[0273] ·The set value effect may be configured to be executed in some or all of the effect display device EH, the decorative lamp LA, and the speaker SP. The probability effect may be configured to be executed in some or all of the effect display device EH, the decorative lamp LA, and the speaker SP. The state transition effect may be configured to be executed in some or all of the effect display device EH, the decorative lamp LA, and the speaker SP. The acquisition effect may be configured to be executed in some or all of the effect display device EH, the decorative lamp LA, and the speaker SP.
[0274] ·The set value effect may suggest the set set value to the player by hinting at it. That is, the set value effect may suggest the set set value without explicitly showing it to the player. Also, the set value effect may notify the set set value by explicitly showing it to the player. For example, not explicitly showing the set set value to the player may mean showing not only the set set value among a plurality of set values, but also a plurality of set values including the set set value among the plurality of set values. Explicitly showing the set set value to the player may mean showing only the set set value among a plurality of set values. For example, not explicitly showing the set set value to the player may mean showing it with a probability less than 100% as the probability that the set set value is set among a plurality of set values. Explicitly showing the set set value to the player may mean showing it with a probability of 100% as the probability that the set set value is set among a plurality of set values.
[0275] · When the probability effect is executed, the character image displayed on the effect display device EH may be an image that suggests or notifies the jackpot determination value. For example, when the probability effect P03 is executed, a character image such as "a value greater than the jackpot determination value 224" may be displayed on the effect display device EH, or a character image such as "a higher probability than the jackpot probability 225 / 65536" may be displayed. For example, when the probability effect P04 is executed, a character image such as "the jackpot determination value 217" may be displayed on the effect display device EH, or a character image such as "the jackpot probability 218 / 65536" may be displayed.
[0276] · The probability effect may suggest the jackpot determination value based on the set setting value to the player by hinting at it. That is, the probability effect may suggest the jackpot determination value based on the set setting value without explicitly showing it to the player. Also, the probability effect may notify the jackpot determination value based on the set setting value by explicitly showing it to the player. For example, not explicitly showing the jackpot determination value based on the set setting value to the player does not mean showing only the jackpot determination value based on the set setting value among a plurality of jackpot determination values, but may be showing a plurality of jackpot determination values including the jackpot determination value based on the set setting value among the plurality of jackpot determination values. Explicitly showing the jackpot determination value based on the set setting value to the player may mean showing only the jackpot determination value based on the set setting value among a plurality of jackpot determination values. For example, not explicitly showing the jackpot determination value based on the set setting value to the player may mean showing it with a probability less than 100% as the probability of the jackpot determination value based on the set setting value among a plurality of jackpot determination values. Explicitly showing the jackpot determination value based on the set setting value to the player may mean showing it with a probability of 100% as the probability of the jackpot determination value based on the set setting value among a plurality of jackpot determination values.
[0277] ·The state transition effect may suggest the end of the high-probability short state, the first low-probability short state, and the second low-probability short state to the player by hinting at it. That is, the state transition effect may suggest the end of the high-probability short state, the first low-probability short state, and the second low-probability short state by not explicitly indicating to the player that the high-probability short state, the first low-probability short state, and the second low-probability short state are ending. Also, the state transition effect may notify the end of the high-probability short state, the first low-probability short state, and the second low-probability short state by explicitly indicating to the player that the high-probability short state, the first low-probability short state, and the second low-probability short state are ending. For example, not explicitly indicating to the player that the high-probability short state, the first low-probability short state, and the second low-probability short state are ending may mean indicating the end of any one of the plurality of game states rather than indicating the end of the high-probability short state, the first low-probability short state, and the second low-probability short state among the plurality of game states. Explicitly indicating to the player that the high-probability short state, the first low-probability short state, and the second low-probability short state are ending may mean indicating the end of the high-probability short state, the first low-probability short state, and the second low-probability short state among the plurality of game states. For example, not explicitly indicating to the player that the high-probability short state, the first low-probability short state, and the second low-probability short state are ending may mean indicating the transition to any one of the plurality of game states. Explicitly indicating to the player that the high-probability short state, the first low-probability short state, and the second low-probability short state are ending may mean indicating the transition from the high-probability short state, the first low-probability short state, and the second low-probability short state to the low-probability non-short state.
[0278] · When a chance symbol is derived in a special game while being controlled in the second low-probability short state, the main CPU 42 may update the second short time count. For example, when a chance symbol is derived in a special game while being controlled in the second low-probability short state, the main CPU 42 may cause the main RWM 44 to store the second short initial count as the second short time count. For example, when a chance symbol is derived in a special game while being controlled in the second low-probability short state, the main CPU 42 may cause the main RWM 44 to store, as the second short time count, a value obtained by subtracting the second short initial count from the second short time count.
[0279] · After being controlled in the high-probability short state and the first low-probability short state, instead of or in addition to the first short time count reaching the first upper limit count, the main CPU 42 may be controlled to enter the low-probability non-short state when the number of executions of the first special game in the high-probability short state and the first low-probability short state reaches a predetermined upper limit count. In this modified example, the main CPU 42 functions as a first counting means for counting the number of executions of the first special game in the high-probability short state and the first low-probability short state.
[0280] · After being controlled in the high-probability short state and the first low-probability short state, instead of or in addition to the first short time count reaching the first upper limit count, the main CPU 42 may be controlled to enter the low-probability non-short state when the number of executions of the second special game in the high-probability short state and the first low-probability short state reaches a predetermined upper limit count. In this modified example, the main CPU 42 functions as a first counting means for counting the number of executions of the second special game in the high-probability short state and the first low-probability short state.
[0281] · After the main CPU 42 is controlled to the high-precision short state and the first low-precision short state, instead of or in addition to the first short-time count reaching the first upper limit count, in the special game in the high-precision short state and the first low-precision short state, when the number of times a specific special symbol (for example, a winning symbol) is derived reaches a predetermined upper limit count, it may be controlled to the low-precision non-short state. The specific special symbol may be a chance symbol. In this modification example, the main CPU 42 functions as a first counting means for counting the number of times a specific special symbol is derived in the special game in the high-precision short state and the first low-precision short state.
[0282] · After the main CPU 42 is controlled to the second low-precision short state, instead of or in addition to the second short-time count reaching the second upper limit count, when the number of executions of the first special game in the second low-precision short state reaches a predetermined upper limit count, it may be controlled to the low-precision non-short state. In this modification example, the main CPU 42 functions as a second counting means for counting the number of executions of the first special game in the second low-precision short state.
[0283] · After the main CPU 42 is controlled to the second low-precision short state, instead of or in addition to the second short-time count reaching the second upper limit count, when the number of executions of the second special game in the second low-precision short state reaches a predetermined upper limit count, it may be controlled to the low-precision non-short state. In this modification example, the main CPU 42 functions as a second counting means for counting the number of executions of the second special game in the second low-precision short state.
[0284] · After the main CPU 42 is controlled to the second low-precision short state, instead of or in addition to the second short-time count reaching the second upper limit count, in the special game in the second low-precision short state, when the number of times a specific special symbol (for example, a winning symbol) is derived reaches a predetermined upper limit count, it may be controlled to the low-precision non-short state. The specific special symbol may be a chance symbol. In this modification example, the main CPU 42 functions as a second counting means for counting the number of times a specific special symbol is derived in the special game in the second low-precision short state.
[0285] Pachinko gaming machines that can be controlled to a high probability state include a specification that controls the game to a high probability state until the game is won in a fall lottery (falling machine), and a specification that the high probability state continues until the game moves to the next big win game. In addition, a pachinko gaming machine that can be controlled to a high probability state includes a specification that controls the game to a high probability state when the game ball passes through a specific area (V probability change machine). The pachinko gaming machine may be embodied as a pachinko gaming machine with any of these specifications. The pachinko gaming machine may be a pachinko gaming machine with a specification that combines the above-mentioned falling machine and V probability change machine. In addition, the pachinko gaming machine may be a pachinko gaming machine with a specification that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) that a small win is won per unit time or the number of times (frequency) that a small win game is awarded per unit time is improved compared to the normal state. The pachinko game machine may be embodied as a pachinko game machine (so-called one-type two-type mixed machine) that has a jackpot game that is switched to based on winning a jackpot in a jackpot lottery and a jackpot game that is switched to based on the game ball passing through a specific area. The pachinko game machine may also be embodied as a pachinko game machine that does not have a jackpot lottery and has a jackpot game that is switched to based on the game ball passing through a specific area.
[0286] The special game may be displayed on the effect display device EH. In this case, the effect game may not be displayed. The first special game and the second special game may be executed in the order of reservation, or may be executed simultaneously in parallel.
[0287] The mechanical configuration of the pachinko game machine may be changed as appropriate. For example, the effect display device EH may be composed of a plurality of display means, some of which may be configured to be movable. The display means on which the setting value effect and the probability effect are executed may be different from the display means on which the state transition effect is executed.
[0288] ·In providing the game balls, the above-described embodiment may be embodied in a pachinko gaming machine to which a virtual medium composed of electronic data is provided. That is, the above-described embodiment may be embodied in a pachinko gaming machine (so-called, a managed gaming machine) that does not pay out a physical gaming medium. Such a pachinko gaming machine is configured to be able to convert into game balls that can be launched by using the virtual medium and to launch the game balls.
[0289] ·The functions of the main control board 40 may be realized by being divided among a plurality of boards. The main control board 40 may be composed of a plurality of CPUs mounted on a single board. The functions of the sub-control board 50 may be realized by being divided among a plurality of boards. For example, the pachinko gaming machine may include a display board that specifically controls the effect display device EH, a lamp board that specifically controls the decorative lamp LA, and a sound board that specifically controls the speaker SP, and may further include a general control board that comprehensively controls these board groups. Also, the sub-CPU 51 may be composed of a plurality of CPUs mounted on a single board.
[0290] ·In the above-described embodiment, the gaming machine was a pachinko gaming machine, but it is not limited to this, and it may be configured as a spinning reel gaming machine (slot machine). In a spinning reel gaming machine, gaming medals are used as gaming media, and various lotteries such as a winning combination lottery are conducted by operating a start lever, and at the same time, the reels rotate to start a variable game. The winning combination lottery is a lottery conducted by the CPU provided in the spinning reel gaming machine and is an example of an internal lottery. And in a spinning reel gaming machine, the rotation of the reels stops by operating a stop button, the variable game ends, and a prize is awarded according to the symbol combination with the valid lines aligned. Also, in a spinning reel gaming machine, various effects are executed during the execution of the variable game. The winning combinations in the winning combination lottery include a payout winning combination that awards gaming medals as a prize, a replay winning combination that awards a replay as a prize, and a bonus winning combination (so-called, a device for continuous operation of winning combinations) that awards a bonus game as a prize. In addition, there is also a spinning reel gaming machine that has an AT (so-called, assist time) state as a gaming state in which it is easy to obtain gaming medals when the operation mode (for example, the pressing order) of the stop button is notified. In such a spinning reel gaming machine, as a gaming state different from the AT state, there are a normal state and a CZ (so-called, chance zone) state in which it is easier to win the AT lottery than in the normal state. The AT lottery is a lottery conducted by the CPU provided in the spinning reel gaming machine and is an example of an internal lottery.
[0291] ·The spinning reel gaming machine in the above-described modification example may be a gaming machine that uses a gaming medium different from gaming medals. For example, it may be embodied as a gaming machine that uses gaming balls (pachinko balls) as gaming media. In addition, the gaming medium may be managed by data (information). That is, the spinning reel gaming machine may be a so-called management gaming machine. That is, the spinning reel gaming machine in the above-described modification example may be embodied as a spinning reel gaming machine (so-called, medal-less slot machine) that conducts a game without using a physical gaming medium. Such a spinning reel gaming machine is configured to be able to conduct a game by using a gaming medium (virtual medium) managed by data.
[0292] The technical idea that can be grasped from each embodiment and modification example will be described. (Supplementary Note 1-1) In a gaming machine capable of executing a special lottery based on information stored in a storage means and capable of executing various effects based on the result of the special lottery, there are a variable game execution means for executing a variable game, a game state control means for controlling a game state, a counting means for counting a predetermined number, an effect execution means for executing the effect, and an effect control means for executing control related to the effect. The game state includes a predetermined state and a specific state. The specific state is a state more advantageous to the player than the predetermined state. The specific state includes a first specific state that can be controlled when the result of the special lottery becomes a specific result, and a second specific state that can be controlled when a specific condition is satisfied even if the result of the special lottery does not become the specific result. The counting means includes a first counting means and a second counting means. The first counting means counts a first specific number that can be updated when a variable game is executed in the first specific state. The second counting means counts a second specific number that can be updated when a variable game is executed in the second specific state. When the variable game at the time when the first specific number reaches a first end number in the first specific state is set as a first upper limit variable game, the game state control means can control from the first specific state to the predetermined state when the first upper limit variable game ends. When the variable game at the time when the second specific number reaches a second end number in the second specific state is set as a second upper limit variable game, the game state control means can control from the second specific state to the predetermined state when the second upper limit variable game ends. The effects include a specific effect and a special effect. The specific effect can be executed regardless of the result of the special lottery, but there are cases where it is executed and cases where it is not executed depending on which of the first upper limit variable game and the second upper limit variable game is executed. The special effect can be executed regardless of which of the first upper limit variable game and the second upper limit variable game is executed, but there are cases where it is executed and cases where it is not executed depending on the result of the special lottery. A gaming machine characterized by the above is provided.
[0293] (Supplementary Note 1-2) The specific presentation is a presentation that suggests or notifies information related to the result of the special lottery, and the special presentation is a presentation that suggests or notifies the end of the specific state. The gaming machine described in (Supplementary Note 1-1).
[0294] (Supplementary Note 1-3) The specific presentation is executable when the first upper limit variable game among the first upper limit variable game and the second upper limit variable game is executed. The gaming machine described in (Supplementary Note 1-1) or (Supplementary Note 1-2).
[0295] (Appendix 2-1) In a gaming machine capable of performing a special lottery based on information stored in a storage means and capable of performing various effects based on the result of the special lottery, there are a variable game execution means for executing a variable game, a game state control means for controlling a game state, a counting means for counting a predetermined number, an effect execution means for executing the effect, and an effect control means for executing control related to the effect. The game state includes a predetermined state and a specific state. The specific state is a state more advantageous to the player than the predetermined state. The specific state includes a first specific state controllable when the result of the special lottery becomes a specific result, and a second specific state controllable when a specific condition is satisfied even if the result of the special lottery does not become the specific result. The counting means includes a first counting means and a second counting means. The first counting means counts a first specific number that can be updated when a variable game is executed in the first specific state. The second counting means counts a second specific number that can be updated when a variable game is executed in the second specific state. When the variable game at the time when the first specific number reaches the first end number in the first specific state is set as the first upper limit variable game, the game state control means can control from the first specific state to the predetermined state when the first upper limit variable game ends. When the variable game at the time when the second specific number reaches the second end number in the second specific state is set as the second upper limit variable game, the game state control means can control from the second specific state to the predetermined state when the second upper limit variable game ends. The effects include a specific effect and a special ef...
Claims
【Claim 1】 In a gaming machine capable of performing a special lottery based on information stored in a storage means and capable of performing various effects based on the result of the special lottery, variable game execution means for executing a variable game, game state control means for controlling a game state, counting means for counting a predetermined number, effect execution means for executing the effect, effect control means for executing control related to the effect, operation means, and comprising: The game state includes a predetermined state and a specific state, The specific state is a state more advantageous to the player than the predetermined state, The specific state includes a first specific state controllable when the result of the special lottery becomes a specific result, and a second specific state controllable when a specific condition is satisfied even if the result of the special lottery does not become the specific result, The counting means includes a first counting means and a second counting means, The first counting means counts a first specific number that can be updated when a variable game is executed in the first specific state, The second counting means counts a second specific number that can be updated when a variable game is executed in the second specific state, The game state control means: When the variable game at the time when the first specific number reaches the first end number in the first specific state is set as the first upper limit variable game, it can be controlled from the first specific state to the predetermined state when the first upper limit variable game ends, When the variable game at the time when the second specific number reaches the second end number in the second specific state is set as the second upper limit variable game, it can be controlled from the second specific state to the predetermined state when the second upper limit variable game ends, The effects include a specific effect and a special effect, The specific effect can be executed in a predetermined manner until the operation means is operated when the first upper limit variable game of the first upper limit variable game and the second upper limit variable game is executed, The special effect can be executed in a specific manner until the operation means is operated when the second upper limit variable game of the first upper limit variable game and the second upper limit variable game is executed. A gaming machine characterized by this.
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