gaming machines
The gaming machine improves game flow by incorporating variable games with distinct transition conditions and effects, enhancing player engagement through controlled game states and effects.
Patent Information
- Application Number
- JP2022167623
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-19
- Publication Date
- 2025-09-11
- Estimated Expiration
- 2042-10-19
AI Technical Summary
There is a demand for gaming machines that enhance game interest by improving the game flow.
A gaming machine that allows for variable games with different transition conditions and effects, where the content and probability of specific effects differ based on the type of game played, and includes state control units to manage game states and effect execution units to enhance player engagement.
Enhances player interest by providing varied and engaging game experiences through controlled game states and effects, increasing the likelihood of entering desired game states.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some pachinko gaming machines, which are a type of gaming machine, have a game flow configured such that the game state is controlled to the normal game state when a transition condition is met in a specific game state. For example, some pachinko gaming machines, such as the gaming machine described in Patent Document 1, have a game flow configured such that the game state is controlled to the normal game state when a transition condition is met in a specific game state in which the probability of winning a jackpot is increased. Other pachinko gaming machines, such as the gaming machine described in Patent Document 1, have a game flow configured such that the game state is controlled to the normal game state when a transition condition is met in a specific game state in which the advantage of a game ball entering a certain starting winning slot is increased. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-100288 Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, there is a demand for gaming machines that further enhance the interest in games by improving the flow of the game. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a machine that, when a gaming ball enters the first ball entrance, Of the variable games A normal variable game can be played, and when a game ball enters the second ball entrance, Among the above variable gamesA gaming machine capable of executing a special variable game is provided with a state control unit that can control to a specific game state, and an effect execution unit that executes an effect, and the specific game state ends when a transition condition is met, and the transition condition is met when the normal variable game is executed a first number of times, or when the special variable game is executed a second number of times, and the effect includes: With a predetermined production, Specific effects that can be executed in a variable game in which the transition conditions are met and, There are In the variable game, one or more types of the predetermined effects can be executed, and the specific effects are effects that can be executed in a variable game in which the transition condition is met, and the content of the predetermined effects differs between the normal variable game when the transition condition is not met as a result of the normal variable game being executed and the special variable game when the transition condition is not met as a result of the special variable game being executed, The content of the specific effect is different when the transition condition is established as a result of the execution of the normal variable game and when the transition condition is established as a result of the execution of the special variable game. When the transition condition is established as a result of the execution of the normal variation game and when the transition condition is established as a result of the execution of the special variation game, the selection rate of the predetermined effect in the first normal variation game or the first special variation game after the specific gaming state has ended is the same; The gist of the invention is that depending on the result of the normal variable game, it becomes easier for the game ball to enter the second ball entrance, or a specific state is reached in which the game ball can enter the second ball entrance, and in the specific game state, the specific state is more likely to occur than in a predetermined game state. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a diagram showing the appearance of a pachinko gaming machine. [Figure 2] This is a view of the game board from the front. [Figure 3] FIG. 2 is a diagram showing the electrical configuration of a pachinko gaming machine. [Figure 4] FIG. 10 is a diagram showing an example of the lottery winning ratio for the special symbol winning lottery. [Figure 5] A diagram showing an example of a small win game. [Figure 6] FIG. 10 is a diagram showing an example of a jackpot game. [Figure 7] A figure showing an example of the lottery winning ratio for a normal pattern lottery. [Figure 8] FIG. 10 is a diagram showing an example of a fluctuation pattern of a special game. [Figure 9] FIG. 10 is a diagram showing an example of a fluctuation pattern in a normal game. [Figure 10] A figure showing an example of a transition condition from a high ball scoring rate state. [Figure 11] 10 is a flowchart showing an example of a second low ball entry rate transition process. [Figure 12] 10 is a flowchart showing an example of a third low ball entry rate transition process. [Figure 13] 10 is a flowchart showing an example of a fourth low ball entry rate transition process. [Figure 14] A figure showing an example of the presentation form of a stock challenge presentation that constitutes a specific presentation. [Figure 15] A figure showing an example of the presentation form of a winning challenge presentation that constitutes a specific presentation. [Figure 16] A figure showing an example of the presentation mode of a pre-presentation that constitutes a specific presentation. [Figure 17] (a) to (f) are diagrams showing a specific example of how a specific effect is executed. [Figure 18] (a) to (f) are diagrams showing a specific example of how a specific effect is executed. [Figure 19] FIG. 10 is a diagram showing an example of a presentation mode of a predetermined presentation in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] [First embodiment] A first embodiment of the pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0009] As shown in FIG. 1, the pachinko gaming machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a and a mounting frame 11b. The outer frame 11a is a member for fixing the machine body to an island facility. The mounting frame 11b is a member for mounting various gaming components. In the pachinko gaming machine 10, the mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame that protects the game board YB.
[0010] The pachinko gaming machine 10 is equipped with a speaker SP. The speaker SP is capable of executing sound effects. Sound effects are effects in which a predetermined sound is output by the speaker SP. For example, the predetermined sound is a piece of music, a human voice, a sound effect, etc. The speaker SP is capable of executing sound alerts. Sound alerts are alerts in which a predetermined sound is output by the speaker SP. The pachinko gaming machine 10 is equipped with a decorative lamp LA. The decorative lamp LA is capable of executing light-emitting effects. Light-emitting effects are effects in which a light-emitting element (not shown) built into the decorative lamp LA turns on, flashes, and goes out. The decorative lamp LA is capable of executing light-emitting alerts. Light-emitting alerts are alerts in which a light-emitting element (not shown) built into the decorative lamp LA turns on, flashes, and goes out.
[0011] The pachinko gaming machine 10 includes a launch handle HD. The launch handle HD is a member that is operated when launching a gaming ball. The launch handle HD is provided on the surface side (front side) of the mounting frame 11b.
[0012] As shown in Figure 2, a game area YBa is formed on the front of the game board YB. The game area YBa is approximately circular in front view. A display window YBb is formed in approximately the center of the game area YBa. A launch passage YBc is formed to the left of the game area YBa. The launch passage YBc is a passage for guiding game balls launched by operating the launch handle HD to the game area YBa. The game board YB is equipped with a backflow prevention valve YBd. The backflow prevention valve YBd is a component for preventing game balls launched by operating the launch handle HD from returning back into the launch passage YBc.
[0013] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved symbol display device 19c, a second reserved symbol display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserved symbol display device 19c, the second reserved symbol display device 19d, and the normal symbol display device 19e are provided in positions on the game board YB that are visible to the player.
[0014] The first special pattern display device 19a is capable of executing a first special game. In the first special game, predetermined patterns are displayed in a variable manner, and then the first special pattern is displayed as a static symbol. The first special pattern is a pattern for notifying the result of a lottery for a winning first special pattern. The first special pattern is an example of a special pattern. The first special game is an example of a special game. The special game is a variable special pattern game. In other words, the first special game is an example of a variable game. The second special pattern display device 19b is capable of executing a second special game. In the second special game, predetermined patterns are displayed in a variable manner, and then the second special pattern is displayed as a static symbol. The second special pattern is a pattern for notifying the result of a lottery for a winning second special pattern. The second special pattern is an example of a special pattern. The second special game is an example of a special game. The second special game is an example of a second variable game. The second special game is an example of a variable game. The special symbols include a jackpot symbol as a jackpot display result, a small jackpot symbol as a small jackpot display result, and a miss symbol as a miss display result. If a jackpot is won in the winning lottery for each special symbol, the jackpot symbol is displayed statically in a special game. After that, a jackpot game is awarded after the end of the special game in which the jackpot symbol is displayed statically. A jackpot is one example of a win. If a small jackpot is won in the winning lottery for each special symbol, a small jackpot symbol is displayed statically in a special game. After that, a small jackpot game is awarded after the end of the special game in which the small jackpot symbol is displayed statically. A small jackpot is one example of a win.
[0015] The first hold display device 19c is a display device that displays information that can identify the first hold number. The first hold number is information that indicates the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. The second hold display device 19d is a display device that displays information that can identify the second hold number. The second hold number is information that indicates the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. As an example, the upper limit number for each hold number is 4. However, the upper limit number for each hold number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first hold number and the second hold number may be different.
[0016] The normal pattern display device 19e is capable of executing a normal game. The normal game is executed by variably displaying predetermined patterns and then finally statically displaying normal patterns. The normal patterns are patterns for announcing the results of a normal pattern winning lottery. There are normal winning patterns and normal losing patterns. If the normal pattern winning lottery is won, the normal winning pattern is statically displayed in the normal pattern variable game. After that, a normal winning game is awarded after the normal game in which the normal winning pattern is statically displayed ends. The normal game is an example of a first variable game. The normal game is an example of a variable game.
[0017] The pachinko gaming machine 10 may be equipped with a normal hold display device, a right-hand hit display device, and a round display device. For example, the normal hold display device is a display device that displays information that identifies the normal hold number. The normal hold number is information that indicates the number of normal games whose execution is on hold because the hold condition has been met but the start condition has not yet been met. For example, the right-hand hit display device is a display device that displays information instructing a right hit. A right hit is a shot in which the game ball is shot with a stronger launch intensity so that the game ball flows down the area of the game area YBa to the right of the display window YBb (hereinafter referred to as the right area). A left hit is a shot in which the game ball is shot with a weaker launch intensity so that the game ball flows down the area of the game area YBa to the left of the display window YBb (hereinafter referred to as the left area). For example, the round display device is a display device that notifies the player of the upper limit of the number of rounds that constitute a jackpot game.
[0018] The pachinko gaming machine 10 includes a first effect display device EH1 and a second effect display device EH2. The first effect display device EH1 has a display area R1. The second effect display device EH2 has a display area R2. Each of the display area R1 and the display area R2 is an area capable of displaying an image as information. The first effect display device EH1 is attached to the game board YB so that the display area R1 is visible through the display window YBb. The second effect display device EH2 is attached to the game board YB so that the display area R2 is visible through the display window YBb. As an example, the first effect display device EH1 and the second effect display device EH2 are liquid crystal devices. The first effect display device EH1 and the second effect display device EH2 are capable of executing display effects. The display effects are effects that display predetermined objects as images. For example, the predetermined objects are effect patterns, characters, landscapes, letters, numbers, symbols, etc. The first effect display device EH1 and the second effect display device EH2 are capable of executing a display notification, which is a notification that displays a predetermined object as an image.
[0019] The first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA are each performance devices capable of executing a performance. The first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA form a performance device group ES consisting of a plurality of performance devices. In other words, the performance device group ES includes the first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA. Each of the performance device group ES is an example of a performance execution unit that executes a performance. The first performance display device EH1 is an example of a first performance execution unit. The second performance display device EH2 is an example of a second performance execution unit. The first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA are each notification devices capable of executing a notification. The first performance display device EH1, the second performance display device EH2, the speaker SP, and the decorative lamp LA form an notification device group consisting of a plurality of notification devices. In other words, the rendering device group ES can also be said to be a notification device group. The rendering device group ES is an example of a notification unit that performs notification.
[0020] As an example, the display effects in the first effect display device EH1 and the second effect display device EH2 include an effect game. The effect game is a variation game of effect symbols using multiple rows of effect symbols. In the effect game, after multiple rows of effect symbols are variably displayed, a combination of effect symbols (hereinafter referred to as a symbol combination) is finally displayed stationary. The effect game starts together with the special game. The effect game ends together with the special game. In the effect game, a symbol combination corresponding to the special symbol displayed stationary in the special game is displayed stationary. When a jackpot symbol is displayed stationary in the special game, the jackpot symbol combination is displayed stationary in the effect game. When a losing symbol is displayed stationary in the special game, the losing symbol combination is displayed stationary in the effect game.
[0021] As an example, the effect symbols are symbols (images) decorated with characters, patterns, etc., and are used to diversify the display effects. The effect symbols are so-called decorative symbols. As an example, an effect game is performed by displaying the effect symbols of the left, middle, and right rows in a variably directional manner. The effect game may include a reach effect. A reach effect is an effect that forms a reach and ultimately displays a predetermined symbol combination in a stopped state. For example, a reach is a state in which the same effect symbols are temporarily displayed in the left and right rows of effect symbols, and the effect symbol in the middle row of effect symbols continues to be displayed in a variably directional manner. Reach effects include normal reach effects and super reach effects. In the following description, normal reach effects may be referred to as NR effects, and super reach effects may be referred to as SR effects. SR effects have a higher probability of winning compared to NR effects. As an example, SR effects are executed via NR effects.
[0022] The game area YBa is formed with multiple winning holes. The winning holes are holes into which game balls flowing down the game area YBa can enter. The winning holes are holes into which the conditions for awarding prize balls are met when a game ball enters. The winning holes include at least a first start hole 12, a second start hole 13, a first large prize hole 14, and a second large prize hole 15. The first start hole 12 is a winning hole into which a game ball enters when the conditions for awarding prize balls and the conditions for starting the first special game are met. The first start hole 12 is located below the first effect display device EH1 and is always open so that game balls can enter. The game board YB is equipped with a first start sensor SE1 (see Figure 3). The first start sensor SE1 is a sensor that detects game balls that enter the first start hole 12.
[0023] The second start opening 13 is a winning opening through which game balls enter when the conditions for awarding prize balls and the conditions for starting the second special game are met. The second start opening 13 is located to the right of the first start opening 12. The second start opening 13 is equipped with a normal opening / closing piece 13a, for example, in the form of a door. The second start opening 13 is closed so that game balls do not enter or are difficult to enter when a normal win game is not awarded. The second start opening 13 is opened so that game balls enter or are easy to enter when a normal win game is awarded. The game board YB is equipped with a normal actuator AC1 (see FIG. 3) as a member that operates the normal opening / closing piece 13a. For example, the normal actuator AC1 is a solenoid. The game board YB is equipped with a second start sensor SE2 (see FIG. 3). The second start sensor SE2 detects game balls that enter the second start opening 13. The second starting hole 13 is a so-called “normal electric accessory.” The second starting hole 13 is an example of a second ball entry hole.
[0024] The first large prize opening 14 is an opening through which game balls enter when the conditions for awarding a prize ball are met. The first large prize opening 14 is located at the lower right of the first effect display device EH1. The first large prize opening 14 is equipped with a first special opening / closing piece 14a, which is, for example, door-shaped. The first large prize opening 14 is closed to prevent game balls from entering when a jackpot game is not awarded. The first large prize opening 14 is opened to allow game balls to enter or to make it easier for game balls to enter when a jackpot game is awarded. The game board YB is equipped with a first special actuator AC2 (see Figure 3) as a member that operates the first special opening / closing piece 14a. As an example, the first special actuator AC2 is a solenoid. The game board YB is equipped with a first count sensor SE3 (see Figure 3). The first count sensor SE3 is a sensor that detects a gaming ball that has entered the first big winning opening 14.
[0025] The second large prize opening 15 is an opening into which game balls enter when the conditions for awarding a prize ball are met. The second large prize opening 15 is located to the right of the first effect display device EH1. The second large prize opening 15 is equipped with a second special opening / closing piece 15a, for example, in the form of a door. The second large prize opening 15 is closed to prevent game balls from entering when a small win is not awarded. The second large prize opening 15 is opened to allow game balls to enter or to make it easier for game balls to enter when a small win is awarded. The game board YB is equipped with a second special actuator AC3 as a member that operates the second special opening / closing piece 15a (see Figure 3). The game board YB is equipped with a second count sensor SE4 that detects game balls that have entered the second large prize opening 15 (see Figure 3).
[0026] The gaming board YB is formed with a ball passage (not shown) through which gaming balls that enter the second large winning opening 15 can pass. This ball passage is arranged to branch into a specific ball passage and a non-specific ball passage at a specific branching section. The gaming board YB is equipped with a distribution shutter that distributes gaming balls that enter the second large winning opening 15 to either the specific ball passage or the non-specific ball passage. The distribution shutter is provided at the specific branching section. The distribution shutter operates so as to be able to assume a first state in which gaming balls that enter the second large winning opening 15 are distributed to the specific ball passage, and a second state in which they are distributed to the non-specific ball passage. The distribution shutter operates (controls) in a predetermined operating pattern when a predetermined operating condition is met. The gaming board YB is equipped with a distribution actuator AC4 as a member that operates the distribution shutter (see FIG. 3). The game board YB is equipped with a specific sensor SE5 that detects a game ball passing through a specific area of the specific ball path (see FIG. 3). In the following description, the specific area of the specific ball path may be simply referred to as the specific area.
[0027] A gate 17 is arranged in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the first large prize opening 14, and below the second large prize opening 15. The gate 17 has a gate opening 17a that is always open so that game balls can enter. The game board YB is equipped with a gate sensor SE6 (see Figure 3). The gate sensor SE6 is a sensor that detects game balls that have entered the gate opening 17a. The gate sensor SE6 is a sensor that detects game balls passing through the gate 17. The gate 17 is an entry opening through which game balls can enter to satisfy the start conditions for the normal game. The gate 17 is an entry opening through which the conditions for awarding prize balls are not satisfied even if a game ball enters. The gate 17 (gate opening 17a) is an example of a first entry opening.
[0028] The game area YBa is formed with an outlet 18. The outlet 18 is a ball inlet for collecting (discharging) game balls that have not entered any of the first start opening 12, the second start opening 13, the first large prize opening 14, and the second large prize opening 15 from the game area YBa.
[0029] As described above, in this embodiment, by adjusting the launch strength of the gaming ball, the gaming ball can be hit into the left area or the right area of the gaming area YBa. In this embodiment, a gaming ball flowing down the left area has a possibility of landing in the first starting hole 12. In other words, when hit from the left, there is a possibility that the ball will land in the first starting hole 12. On the other hand, a gaming ball flowing down the right area has a possibility of landing in the second starting hole 13, the first large winning hole 14, the second large winning hole 15, and the gate 17. In other words, when hit from the right, there is a possibility that the ball will land in the second starting hole 13, the first large winning hole 14, the second large winning hole 15, and the gate 17.
[0030] Next, the jackpot game will be explained. As an example, in a jackpot game, a jackpot opening effect is executed first. The jackpot opening effect is an effect that allows the start of a jackpot game to be recognized. As an example, the jackpot opening effect is executed for a predetermined jackpot opening time. In a jackpot game, a round game is executed after the jackpot opening time has elapsed. A jackpot game is composed of multiple round games. In a round game that constitutes a jackpot game, the first large prize opening 14 is opened. One round game ends when a number condition or a time condition is met. As an example, the number condition is met when a predetermined number of game balls enter in one round game. As an example, the time condition is met when a predetermined round time has elapsed. In each round game that constitutes a jackpot game, the first large prize opening 14 is opened in a predetermined opening manner (opening pattern). In each round game that constitutes a jackpot game, a round effect is executed. In a jackpot game, when the final round of play ends, a jackpot ending effect is executed. The jackpot ending effect is an effect that allows the player to recognize the end of the jackpot game. As an example, the jackpot ending effect is executed for a predetermined jackpot ending time. The jackpot game ends as the jackpot ending time elapses.
[0031] Next, we will explain the small win game. As an example, in a small win game, a small win opening effect is executed first. The small win opening effect is an effect that allows the start of a small win game to be recognized. As an example, the small win opening effect is executed for a predetermined small win opening time. In a small win game, a round game is executed after the small win opening time has elapsed. A small win game is composed of one round game. In a round game that constitutes a small win game, the second large prize opening 15 is opened. In a round game that constitutes a small win game, the second large prize opening 15 is opened in a predetermined opening mode (opening pattern). In a round game that constitutes a small win game, a round effect is executed. The small win game ends with the end of one round game.
[0032] In the round game constituting the small win game, the distribution shutter operates. In the round game constituting the small win game, the distribution shutter operates in a predetermined operating mode (operation pattern). In the round game constituting the small win game, if a game ball passes through a specific area within the second large winning opening 15, a jackpot game corresponding to the type of small win game will start after the round game ends. As an example, the round game constituting the small win game will end when a passing condition is met in addition to the number condition and the time condition. The passing condition is met when a game ball passes through a specific area within the second large winning opening 15 in the round game constituting the small win game. In other words, in the round game constituting the small win game, if a game ball passes through a specific area within the second large winning opening 15 before either the number condition or the time condition is met, the small win game will end and a jackpot game corresponding to the type of small win game will start.
[0033] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 has a ball entry assist function. The ball entry assist function is a function for assisting the game ball to enter the second starting hole 13. The pachinko game machine 10 has two states in which the probability of the game ball entering the second starting hole 13 differs: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability of the game ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of the game ball entering the second starting hole 13 increases. The high ball entry rate state is advantageous for the player because it makes it easier for the game ball to enter the second starting hole 13 (easy ball entry state). In the low ball entry rate state, left-handed hits are recommended, which have the potential to cause the game ball to enter the first starting hole 12, and in the high ball entry rate state, right-handed hits are recommended, which have the potential to cause the game ball to enter the second starting hole 13.
[0034] For example, a high ball entry rate state can be achieved by performing one of the three ball entry assist controls described below, which are arbitrarily selected, or by performing any combination of multiple ball entry assist controls. The first ball entry assist control is a control to shorten the fluctuation time of the normal symbol. The normal symbol fluctuation time shortening control is a control to shorten the fluctuation time of the normal game compared to when the ball entry rate state is low. The second ball entry assist control is a probability fluctuation control of the normal symbol. The probability fluctuation control of the normal symbol is a control to change the probability of winning the normal win lottery (normal win probability) to a higher probability than when the ball entry rate state is low. The third ball entry assist control is a control to extend the opening time of the normal win game. The opening time extension control for the normal win game is a control to lengthen the total opening time of the second start port 13 in one normal win game compared to when the ball entry rate state is low. The opening time extension control for normal winning games may be at least one of the two opening time extension controls described below. The first opening time extension control is a control that increases the number of times the second start port 13 is opened in one normal winning game compared to when the ball entry rate is low. The second opening time extension control is a control that increases the opening time of one opening of the second start port 13 in a normal winning game compared to when the ball entry rate is low.
[0035] The high ball winning rate state may be realized by combining the fourth ball winning assist control, which will be explained next. The fourth ball winning assist control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state). In this way, the game states in the pachinko gaming machine 10 include a low ball winning rate state and a high ball winning rate state.
[0036] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 3, the pachinko gaming machine 10 is provided with a main board 40 and an auxiliary board 50 on the back side (rear) of the game board YB. The main board 40 and the auxiliary board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the auxiliary board 50. The main board 40 executes a predetermined process and outputs a control signal to the auxiliary board 50. The auxiliary board 50 executes a predetermined process based on the control signal input from the main board 40.
[0037] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes a main control program to perform processing related to the progress of the game. The main ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, etc.
[0038] The main ROM 42 stores a plurality of types of fluctuation patterns. The fluctuation pattern is information that specifies the fluctuation time from when the fluctuation game starts to when it ends. The fluctuation pattern is information that specifies the fluctuation content (presentation content) of the fluctuation game. There are big hit fluctuation patterns, small hit fluctuation patterns, and miss fluctuation patterns. The big hit fluctuation pattern is information that specifies the fluctuation content that finally stops and displays a big hit symbol combination after a reach effect in a presentation game. The small hit fluctuation pattern is information that specifies the fluctuation content that finally stops and displays a small hit symbol combination after a reach effect in a presentation game. The miss fluctuation pattern is information that specifies the fluctuation content that finally stops and displays a miss symbol combination after a reach effect or without a reach effect in a presentation game.
[0039] The main RAM 43 stores various information that is rewritten depending on the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers. The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be able to generate software random numbers through the random number generation process performed by the main CPU 41.
[0040] The main board 40 is connected to the first start sensor SE1, the second start sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific sensor SE5, and the gate sensor SE6. The main CPU 41 can input the detection signals output by the first start sensor SE1, the second start sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific sensor SE5, and the gate sensor SE6 when they detect a gaming ball. The main board 40 is connected to the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main CPU 41 can individually control the display contents of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. The main board 40 is connected to each of the normal actuator AC1, the first special actuator AC2, the second special actuator AC3, and the sorting actuator AC4. The main CPU 41 can control the opening mode of the second starting opening 13 by controlling the operation of the normal actuator AC1. The main CPU 41 can control the opening mode of the first large winning opening 14 by controlling the operation of the first special actuator AC2. The main CPU 41 can control the opening mode of the second large winning opening 15 by controlling the operation of the second special actuator AC3. The main CPU 41 can control the opening mode of the sorting shutter by controlling the operation of the sorting actuator AC4.
[0041] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to notifications and effects. The sub-ROM 52 stores the sub-control program and determination values used in predetermined lotteries. The sub-ROM 52 stores display data used for display effects and display notifications, light-emitting data used for light-emitting effects and light-emitting notifications, and sound data used for sound effects and sound notifications. The sub-RAM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the sub-RAM 53 includes flags, counters, and timers. The sub-board 50 is configured to be able to generate software random numbers through a random number generation process performed by the sub-CPU 51. The sub-board 50 may include a random number generation circuit and be configured to be able to generate hardware random numbers using the random number generation circuit.
[0042] The sub-board 50 is connected to each of the first performance display device EH1 and the second performance display device EH2. The sub-CPU 51 can control the display content in the display area R1 of the first performance display device EH1 and the display content in the display area R2 of the second performance display device EH2. The sub-board 50 is connected to a speaker SP. The sub-CPU 51 can control the output content of the speaker SP. The sub-board 50 is connected to a decorative lamp LA. The sub-CPU 51 can control the light emission mode of the decorative lamp LA.
[0043] Next, various processes performed by the main CPU 41 will be described. First, a timer interrupt process that is performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.
[0044] The special symbol input process will be described. In the special symbol input process, the main CPU 41 determines whether or not a gaming ball has entered the first start hole 12 based on whether or not a detection signal has been input from the first start sensor SE1. When the gaming ball has entered the first start hole 12, the main CPU 41 determines whether or not the first reserved number stored in the main RAM 43 is less than the upper limit number. When the first reserved number is less than the upper limit number, the main CPU 41 updates the first reserved number by adding 1.
[0045] After updating the first hold number by adding 1, the main CPU 41 controls the first hold display device 19c to display information that can identify the updated first hold number. The main CPU 41 stores a control command that can identify the added first hold number (hereinafter referred to as the first hold number command) in the output buffer. As an example, the control command stored in the output buffer is output to the sub-board 50 when an output condition is met. As an example, one control command is output to the sub-board 50 each time the output condition is met. As an example, the output condition is met every predetermined control period (for example, 16 ms).
[0046] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used in the lottery for determining a winning special symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is met.
[0047] When the main CPU 41 has stored random number information for the first special game in the main RAM 43, if a gaming ball has not entered the first start port 12 and if the first reserved number is not less than the upper limit number, the main CPU 41 determines whether a gaming ball has entered the second start port 13 based on whether a detection signal has been input from the second start sensor SE2. If a gaming ball has entered the second start port 13, the main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit number. If the second reserved number is less than the upper limit number, the main CPU 41 updates the second reserved number by adding 1.
[0048] After updating the second reserved number by adding 1, the main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 stores a control command that can identify the second reserved number after the addition (hereinafter referred to as the second reserved number command) in the output buffer. The reservation condition for the second special game can be met when the second reserved number is less than the upper limit number and a game ball is detected by the second start sensor SE2.
[0049] Next, the main CPU 41 acquires random numbers generated within the main board 40. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend its execution until the start conditions of the second special game are met. When the random number information for the second special game is stored in the main RAM 43, if a gaming ball has not entered the second start hole 13 and if the second reserved number is not less than the upper limit number, the main CPU 41 terminates the special symbol input process.
[0050] Next, the special symbol start process will be described. The main CPU 41 determines whether the start conditions for the special game are met. The main CPU 41 makes a positive determination when neither a jackpot game nor a special game is being played, and makes a negative determination when a jackpot game or a special game is being played. If the start conditions for the special game are not met, the main CPU 41 ends the special symbol start process. If the start conditions for the special game are met, the main CPU 41 determines whether the second reserved number is greater than zero.
[0051] If the second reserved number is greater than zero, the main CPU 41 executes a process to execute a second special game. Specifically, the main CPU 41 updates the second reserved number by subtracting one. The main CPU 41 controls the second reserved display device 19d to display information that identifies the second reserved number after subtraction. The main CPU 41 stores a second reserved number command that identifies the second reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the second special game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to conduct a winning lottery to determine whether or not a jackpot will be won (winning lottery for the second special symbol). The main CPU 41 conducts a winning lottery to determine whether or not a jackpot will be won with a predetermined jackpot probability.
[0052] As shown in FIG. 4, for example, the jackpot probability is 205 / 65536 (approximately 1 / 320). When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 determines the jackpot symbol to be stopped and displayed in the second special game. For example, the main CPU 41 determines the jackpot symbol by lottery using a winning symbol random number that can be identified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from a plurality of jackpot variation patterns. For example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be identified from the random number information. Thereafter, the main CPU 41 ends the special symbol start processing.
[0053] If the big win is not won, the main CPU 41 uses a winning random number to perform a winning lottery to determine whether or not a small win will be won (winning lottery for the second special symbol). The main CPU 41 performs a winning lottery to determine whether or not a small win will be won, based on a predetermined small win probability. As an example, the probability of a small win in the winning lottery for the second special symbol is 32563 / 65536 (approximately 159 / 320). In other words, as an example, the probability of winning a big win or a small win in the winning lottery for the second special symbol is 1 / 2.
[0054] When a small win is won, the main CPU 41 performs small win variation processing. In the small win variation processing, the main CPU 41 determines the small win symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines the small win symbol by a small win symbol lottery using a winning symbol random number that can be specified from the random number information. Next, the main CPU 41 determines one small win variation pattern from a plurality of small win variation patterns. As an example, the main CPU 41 determines one small win variation pattern by a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information. After that, the main CPU 41 ends the special symbol start processing.
[0055] If the small win is not won (if the winning lottery is not won), the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the second special game. Next, the main CPU 41 determines one loss variation pattern from a plurality of loss variation patterns. As an example, the main CPU 41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special pattern start process.
[0056] If the second reserved number is zero, the main CPU 41 determines whether the first reserved number is greater than zero. If the first special reserved number is zero, the main CPU 41 determines whether to store a standby command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can identify whether a standby command has been output. The standby command is a control command that can identify that control has been made to a standby state. The standby state is a state in which a variable game is not being executed and a jackpot game is not being executed.
[0057] As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has already been output, it terminates the special symbol start process without storing the wait command in the output buffer. As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has not already been output, it stores the wait command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that a wait command has already been output. Thereafter, the main CPU 41 terminates the special symbol start process.
[0058] If the first reserved number is greater than zero, the main CPU 41 executes a process to execute a first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting one. The main CPU 41 controls the first reserved display device 19c to display information that identifies the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that identifies the first reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the first special game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to conduct a winning lottery (winning lottery for the first special symbol) to determine whether or not a jackpot will be won. The main CPU 41 conducts a jackpot lottery with a predetermined jackpot probability. The jackpot probability in the winning lottery for the first special symbol is the same as the jackpot probability in the winning lottery for the second special symbol (approximately 1 / 320).
[0059] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 determines the jackpot symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines the jackpot symbol by lottery using a winning symbol random number that can be identified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from multiple jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special symbol start processing.
[0060] If the big win is not won, the main CPU 41 performs a loss variation process. In other words, the small win is not won in the winning lottery for the first special symbol. It can be said that the probability of a small win in the winning lottery for the first special symbol is zero. It can also be said that the winning lottery for the first special symbol does not include a small win lottery.
[0061] In the loss variation processing, the main CPU 41 determines a loss symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the first special game. Next, the main CPU 41 determines one loss variation pattern from a plurality of loss variation patterns. As an example, the main CPU 41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information. Thereafter, the main CPU 41 ends the special symbol start processing. In the jackpot variation processing and the loss variation processing, the main CPU 41 stores a special variation start command in the output buffer. The special variation start command is a control command that can identify the variation pattern determined in each variation processing and the start of the variation game. As an example, the special variation start command is a control command that can identify the special symbol (jackpot symbol or loss symbol) determined in each variation processing. As an example, the special fluctuation start command is a control command that is different when the fluctuation process for the first special game is executed and when the fluctuation process for the second special game is executed. In other words, the special fluctuation start command is a control command that can identify whether the first special game or the second special game is started. In the jackpot fluctuation process and the loss fluctuation process, the main CPU 41 updates the output information in the main RAM 43 so that it can identify that the standby command has not been output.
[0062] When the special symbol start process is completed, the main CPU 41 executes a first special game or a second special game through a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start variable display of predetermined symbols. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to statically display the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter referred to as a variable end command) capable of specifying the end of the variable game in an output buffer.
[0063] When executing the second special game, the main CPU 41 controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to statically display the special symbol determined in the special symbol start processing. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. In this way, the pachinko gaming machine 10 can execute the first special game when a gaming ball enters the first start hole 12. Also, the pachinko gaming machine 10 can execute the second special game when a gaming ball enters the second start hole 13.
[0064] The small win game processing will be explained. The small win game processing is a processing for awarding a small win game. When the main CPU 41 stops and displays a small win symbol in a special game, it executes the small win game processing after the special game ends. The main CPU 41 specifies the type of small win game based on the small win symbol (i.e., the type of small win) determined in the special symbol start processing. The main CPU 41 awards the specified type of small win game.
[0065] As shown in FIG. 5, for example, small win games include a first small win game, a second small win game, and a third small win game. The first small win game is a small win game based on the first small win symbol Za. The second small win game is a small win game based on a second small win symbol Zb that is different from the first small win symbol Za. The third small win game is a small win game based on the first small win symbol Za and a third small win symbol Zc that is different from the second small win symbol Zb. The first small win symbol Za, the second small win symbol Zb, and the third small win symbol Zc are small win symbols of the second special symbol that are determined in the small win symbol lottery when a small win is won in the winning lottery for the second special symbol.
[0066] In the small win game processing, the main CPU 41 stores a control command (hereinafter referred to as the small win opening command) capable of identifying the start of the small win opening time in the output buffer. The small win opening command is a control command that instructs the execution of a small win opening presentation. As an example, the small win opening command may include information capable of identifying the type of small win game. When the small win opening time has elapsed, the main CPU 41 performs processing to execute a round game that constitutes the small win game. As an example, the main CPU 41 opens the second large prize opening 15 by controlling the second special actuator AC3 using the identified opening control data for the small win game. In addition, the main CPU 41 operates the distribution shutter in the second large prize opening 15 by controlling the distribution actuator AC4 using the identified distribution control data for the small win game. The round game that constitutes the small win game has predetermined end conditions, including a number condition, a time condition, and a passing condition. As an example, the number condition for the round game constituting the small win game is that 10 game balls enter the second large winning port 15. As an example, the time condition for the round game constituting the small win game is that 1.7 seconds elapse. As an example, the passing condition for the round game constituting the small win game is that the game ball passes through a specific area in the round game. When starting the round game constituting the small win game, the main CPU 41 stores a control command (hereinafter referred to as a small win round command) that can identify the start of the round game of the small win in the output buffer. When one round game ends, the main CPU 41 stores a control command (hereinafter referred to as a small win ending command) that can identify the end of the small win game in the output buffer.
[0067] The jackpot game processing will now be described. The jackpot game processing is a process for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, the main CPU 41 executes the jackpot game processing after the special game ends. In this case, the main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. Also, in the small jackpot game processing, when the main CPU 41 ends the round game constituting the small jackpot game because the passing condition is established, the main CPU 41 executes the jackpot game processing after the small jackpot game processing ends. In this case, the main CPU 41 specifies (determines) the type of jackpot game based on the type of the immediately preceding small jackpot game. The main CPU 41 awards the specified type of jackpot game.
[0068] As shown in FIG. 6, for example, the jackpot game includes a first jackpot game, a second jackpot game, a third jackpot game, a fourth jackpot game, and a fifth jackpot game. The first jackpot game is a jackpot game based on the first jackpot symbol ZA. The second jackpot game is a jackpot game based on a second jackpot symbol ZB, which is different from the first jackpot symbol ZA. The third jackpot game is a jackpot game that is awarded when the round game constituting the first small jackpot game ends due to the establishment of a passing condition. In other words, the third jackpot game is a jackpot game based on the first small jackpot game (a small jackpot game based on the first small jackpot symbol Za). The fourth jackpot game is a jackpot game that is awarded when the round game constituting the second small jackpot game ends due to the establishment of a passing condition. In other words, the fourth jackpot game is a jackpot game based on the second small jackpot game (a small jackpot game based on the second small jackpot symbol Zb). The fifth jackpot game is a jackpot game awarded when the round game constituting the third small jackpot game ends due to the establishment of the passing condition. The fifth jackpot game is a jackpot game based on the third small jackpot game (a small jackpot game based on the third small jackpot symbol Zc). The first jackpot symbol ZA is the jackpot symbol for the first special symbol determined in the jackpot symbol lottery when a jackpot is won in the jackpot lottery for the first special symbol. The second jackpot symbol ZB is the jackpot symbol for the second special symbol determined in the jackpot symbol lottery when a jackpot is won in the jackpot lottery for the second special symbol.
[0069] In the jackpot game processing, the main CPU 41 stores a control command (hereinafter referred to as the jackpot opening command) capable of specifying the start of the jackpot opening time in the output buffer. The jackpot opening command is a control command that instructs the execution of a jackpot opening presentation. As an example, the jackpot opening command may include information capable of specifying the type of jackpot game. When the jackpot opening time has elapsed, the main CPU 41 performs processing to execute a round game that constitutes a jackpot. As an example, the main CPU 41 opens the first large prize opening 14 by controlling the first special actuator AC2 using the specified opening control data for the jackpot game. The main CPU 41 performs this processing to execute a round game until the number of round games specified for the jackpot game has been completed. As an example, both the first jackpot game and the second jackpot game are specified to be 10 round games (10R). The third jackpot game, the fourth jackpot game, and the fifth jackpot game are all defined as nine rounds (9R). As described above, the third jackpot game, the fourth jackpot game, and the fifth jackpot game are jackpot games that are initiated through a small jackpot game. The small jackpot game includes one round of play. In other words, the third jackpot game, the fourth jackpot game, and the fifth jackpot game are essentially defined as ten rounds (10R). Each round of play that constitutes a jackpot game has a number condition and a time condition as its end condition. For example, for each round of play that constitutes a jackpot game, the number condition is defined as 10 game balls entering the first large prize slot 14. For example, for each round of play that constitutes a jackpot game, the time condition is defined as 29 seconds elapsed.
[0070] The main CPU 41 stores a control command (hereinafter referred to as a jackpot round command) capable of specifying the start of a jackpot round game in the output buffer each time a round game constituting a jackpot game is started. When the final round game constituting a jackpot game ends, the main CPU 41 stores a control command (hereinafter referred to as a jackpot ending start command) capable of specifying the start of a jackpot ending time in the output buffer. When the jackpot ending time has elapsed, the main CPU 41 ends the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as a jackpot ending end command) capable of specifying the elapse of the jackpot ending time in the output buffer.
[0071] The normal symbol input process will be described. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a gaming ball has entered the gate 17 based on whether a detection signal has been input from the gate sensor SE6. When the gaming ball has entered the gate 17, the main CPU 41 determines whether the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number for the normal reserved number is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.
[0072] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery to determine winning normal symbols, and winning symbol random numbers used to determine normal symbols. The main CPU 41 stores the random number information so that the storage order of the random number information can be identified.
[0073] Next, the normal symbol start process will be described. The normal symbol start processing is an example of timer interrupt processing. In the normal symbol start processing, the main CPU 41 determines whether the start conditions for the normal game are met. The main CPU 41 makes a positive determination when neither a normal win game nor a normal game is being played, and makes a negative determination when a normal win game is being played or a normal game is being played. If the start conditions for the normal game are not met, the main CPU 41 ends the normal symbol start processing. If the start conditions for the normal game are met, the main CPU 41 determines whether the normal reserved number is greater than zero. If the normal reserved number is zero, the main CPU 41 ends the normal symbol start processing.
[0074] If the normal reserved number is greater than zero, the main CPU 41 performs processing to execute a normal game. Specifically, the main CPU 41 updates the normal reserved number by subtracting 1. The main CPU 41 acquires the random number information for the normal game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a normal win lottery to determine whether or not a normal win has been won. The main CPU 41 performs a normal win lottery with a normal win probability according to the current ball entry rate state.
[0075] As shown in Figure 7, as an example, the normal win probability in a high ball entry rate state is 1 / 2. As an example, the normal win probability in a low ball entry rate state is zero or nearly zero. When a normal win is won, the main CPU 41 performs normal win variation processing. In the normal win variation processing, the main CPU 41 uses a normal win pattern random number that can be identified from the random number information to draw a normal win pattern and determines the normal win pattern to be stopped and displayed in the normal game. When a normal win is not won, the main CPU 41 performs normal loss variation processing. In the normal loss variation processing, the main CPU 41 determines the normal loss pattern to be stopped and displayed in the normal game.
[0076] The main CPU 41 determines a variation pattern from among multiple normal variation patterns according to the winning rate state. For example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern with a longer variation time than when the current winning rate state is a high winning rate state. Note that multiple variation patterns may be determined for each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among multiple normal variation patterns. Next, the main CPU 41 stores a normal variation start command in the output buffer. The normal variation start command is a control command that can identify the determined normal variation pattern and the start of the normal game. For example, the normal variation start command is a control command that can identify the determined normal symbol (a winning normal symbol or a losing normal symbol). After storing the normal variation start command in the output buffer, the main CPU 41 terminates the normal symbol start process.
[0077] When the normal symbol start process is completed, the main CPU 41 executes a normal game through a process separate from the normal symbol start process. When executing a normal game, the main CPU 41 controls the normal symbol display device 19e to start variable display of predetermined symbols. The main CPU 41 measures a variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to statically display the normal symbol determined in the normal symbol start process. In this way, the pachinko gaming machine 10 can execute a normal game when a gaming ball enters the gate 17 (gate opening 17a).
[0078] The normal winning game process will be explained. The normal win game processing is a process for awarding a normal win game. When the main CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal game ends. The main CPU 41 controls the normal actuator AC1 using opening control data corresponding to the normal win symbol determined in the normal symbol start processing to open the second start port 13. This awards a normal win game. The normal win game ends when a number condition or a time condition is met. For example, the number condition for the normal win game is met when a predetermined number of game balls enter the ball slot during the normal win game. For example, the predetermined number of game balls for the normal win game is one. For example, the time condition for the normal win game is met when a predetermined normal win game time has elapsed. For example, the normal win game time is 5.7 seconds.
[0079] An example of a fluctuation pattern of the second special game in a state of a high winning percentage will be described. As shown in FIG. 8, the fluctuation patterns of the second special game that can be determined when the ball entry rate is high include fluctuation pattern H01, fluctuation pattern H02, fluctuation pattern H03, and fluctuation pattern H04. Fluctuation pattern H01 and fluctuation pattern H03 are loss fluctuation patterns. Fluctuation pattern H02 and fluctuation pattern H04 are winning fluctuation patterns (big win or small win fluctuation patterns). Fluctuation pattern H01 and fluctuation pattern H02 are fluctuation patterns with shorter fluctuation times than fluctuation pattern H03 and fluctuation pattern H04. As an example, fluctuation pattern H01 may be a fluctuation pattern with the same fluctuation time as fluctuation pattern H02, a fluctuation pattern with a shorter fluctuation time than fluctuation pattern H02, or a fluctuation pattern with a longer fluctuation time than fluctuation pattern H02. As an example, fluctuation pattern H03 may be a fluctuation pattern with the same fluctuation time as fluctuation pattern H04, a fluctuation pattern with a shorter fluctuation time than fluctuation pattern H04, or a fluctuation pattern with a longer fluctuation time than fluctuation pattern H04.
[0080] An example of a fluctuation pattern in a normal game in a state of high winning percentage will be described. As shown in Figure 9, the fluctuation patterns of a normal game that can be determined when the ball-entry rate is high include fluctuation pattern H11, fluctuation pattern H12, fluctuation pattern H13, and fluctuation pattern H14. Fluctuation pattern H11 and fluctuation pattern H13 are loss fluctuation patterns. Fluctuation pattern H12 and fluctuation pattern H14 are winning fluctuation patterns (normal winning fluctuation patterns). Fluctuation pattern H11 and fluctuation pattern H12 are fluctuation patterns that can be determined in the first normal game after being controlled to the high ball-entry rate state. Fluctuation pattern H13 and fluctuation pattern H14 are fluctuation patterns that can be determined in the second or subsequent normal games after being controlled to the high ball-entry rate state. Fluctuation pattern H11 and fluctuation pattern H12 are fluctuation patterns with longer fluctuation times than fluctuation pattern H13 and fluctuation pattern H14. As an example, fluctuation pattern H11 may be a fluctuation pattern having the same fluctuation time as fluctuation pattern H12, a fluctuation pattern having a shorter fluctuation time than fluctuation pattern H12, or a fluctuation pattern having a longer fluctuation time than fluctuation pattern H12. As an example, fluctuation pattern H13 may be a fluctuation pattern having the same fluctuation time as fluctuation pattern H14, a fluctuation pattern having a shorter fluctuation time than fluctuation pattern H14, or a fluctuation pattern having a longer fluctuation time than fluctuation pattern H14.
[0081] As an example, fluctuation patterns H11 and H12 are fluctuation patterns with longer fluctuation times than fluctuation patterns H01 and H02. As an example, fluctuation patterns H03 and H04 are fluctuation patterns with longer fluctuation times than fluctuation patterns H11 and H12. As an example, fluctuation patterns H03 and H04 are fluctuation patterns with longer fluctuation times than the sum of the fluctuation time of fluctuation pattern H11 and three times the fluctuation time of fluctuation pattern H13. As an example, fluctuation patterns H03 and H04 are fluctuation patterns with longer fluctuation times than the sum of the fluctuation time of fluctuation pattern H12, three times the fluctuation time of fluctuation pattern H14, and four times the normal winning game time. As an example, fluctuation patterns H03 and H04 are fluctuation patterns with longer fluctuation times than the sum of the fluctuation time of fluctuation pattern H11, three times the fluctuation time of fluctuation pattern H14, and three times the normal winning game time. As an example, the fluctuation patterns H03 and H04 are fluctuation patterns whose fluctuation times are longer than the sum of the fluctuation time of the fluctuation pattern H12, three times the fluctuation time of the fluctuation pattern H13, and the normal winning game time. In other words, the fluctuation patterns H03 and H04 are fluctuation patterns whose fluctuation times are longer than the time until all of the second specified number of normal games are executed.
[0082] The following describes the process of changing the goal scoring rate state. The goal scoring rate transition process includes a high goal scoring rate transition process for transitioning to a high goal scoring rate state, and a low goal scoring rate transition process for transitioning to a low goal scoring rate state.
[0083] First, the high ball scoring rate transition process will be described. The main CPU 41 executes a high ball entry rate transition process when the first, second, third, fourth, or fifth jackpot game ends. In the high ball entry rate transition process, the main CPU 41 sets an operation flag in the main RAM 43. That is, when the first, second, third, fourth, or fifth jackpot game ends, the main CPU 41 controls the game to a high ball entry rate state. Next, the main CPU 41 stores a first specified number of times corresponding to the type of jackpot game that has ended in the main RAM 43 as the initial value of a first execution counter. The first specified number of times is the number of special games (second special games) that can be executed before the high ball entry rate state ends. Furthermore, the main CPU 41 stores a second specified number of times corresponding to the type of jackpot game that has ended in the main RAM 43 as the initial value of a second execution counter. The second specified number of times is the number of normal games that can be played until the high ball winning rate state ends. After that, the main CPU 41 ends the high ball winning rate transition process.
[0084] As shown in Fig. 10, for example, the first specified number of times is set to 1 for each of the first jackpot game, the second jackpot game, the third jackpot game, the fourth jackpot game, and the fifth jackpot game. In other words, the number of times that the special game (second special game) can be executed after the end of the first jackpot game, the second jackpot game, the third jackpot game, the fourth jackpot game, and the fifth jackpot game until the end of the high ball entry rate state is each 1.
[0085] As an example, the second specified number of times for the first jackpot game is set to 100. In other words, the number of normal games that can be played after the first jackpot game ends and before the high ball entry rate state ends is 100. As an example, the second specified number of times for the second jackpot game is set to 4. In other words, the number of normal games that can be played after the second jackpot game ends and before the high ball entry rate state ends is 4. As an example, the second specified number of times for the third jackpot game is set to 3. In other words, the number of normal games that can be played after the third jackpot game ends and before the high ball entry rate state ends is 3. As an example, the second specified number of times for the fourth jackpot game is set to 2. In other words, the number of normal games that can be played after the fourth jackpot game ends and before the high ball entry rate state ends is 2. As an example, the second specified number of times for the fifth jackpot game is set to 1. In other words, after the fifth big win game ends, the number of normal games that can be played until the high ball entry rate state ends is one.
[0086] The low ball scoring rate transition process will be explained. The low ball entry rate transition process includes a first low ball entry rate transition process, a second low ball entry rate transition process, a third low ball entry rate transition process, and a fourth low ball entry rate transition process. The first low ball entry rate transition process is a low ball entry rate transition process at the start of a jackpot game. The main CPU 41 executes the first low ball entry rate transition process when a jackpot game starts. In the first low ball entry rate transition process, the main CPU 41 determines whether the game is in a high ball entry rate state. As an example, the main CPU 41 determines that the game is in a high ball entry rate state if an activation flag is set in the main RAM 43. If the game is not in a high ball entry rate state, the main CPU 41 terminates the first low ball entry rate transition process. If the game is in a high ball entry rate state, the main CPU 41 terminates the high ball entry rate state because the transition condition from the high ball entry rate state has been met, and controls the game to a low ball entry rate state. As an example, the main CPU 41 erases (clears) the activation flag in the main RAM 43. Thereafter, the main CPU 41 ends the first low ball entry rate transition process.
[0087] The second low ball entry rate transition process is a low ball entry rate transition process at the end of the special game (second special game). When the special game (second special game) is ended, the main CPU 41 executes the second low ball entry rate transition process.
[0088] As shown in FIG. 11, in the second low-goal-entry transition process, the main CPU 41 determines whether the state is a high-goal-entry state (step S01). If the state is not a high-goal-entry state (step S01: NO), the main CPU 41 terminates the second low-goal-entry transition process. If the state is a high-goal-entry state (step S01: YES), the main CPU 41 determines whether the transition condition is met (step S02). As an example, the main CPU 41 updates the value of the first execution counter stored in the main RAM 43 by subtracting 1 from the value, and determines that the transition condition is met if the updated first execution counter is zero. If the transition condition is not met (step S02: NO), the main CPU 41 terminates the second low-goal-entry transition process. Note that if the first specified number of times is only 1, the main CPU 41 will not determine that the transition condition is not met in the processing of step S02. Therefore, if the first specified number of times is only 1, the main CPU 41 may skip the processing of step S02 (determining whether the transition condition is met) and may execute the processing of step S03 and subsequent steps, assuming that the transition condition is met. If the transition condition is met (step S02: YES), the main CPU 41 ends the high ball scoring rate state because the transition condition from the high ball scoring rate state has been met, and controls the state to the low ball scoring rate state (step S03). Thereafter, the main CPU 41 ends the second low ball scoring rate transition processing.
[0089] The third low ball entry rate transition process is a low ball entry rate transition process at the end of a normal game. When the normal game ends, the main CPU 41 executes the third low ball entry rate transition process. As shown in Fig. 12, in the third low ball entry rate transition process, the main CPU 41 determines whether the state is a high ball entry rate state (step S11). If the state is not a high ball entry rate state (step S11: NO), the main CPU 41 ends the third low ball entry rate transition process. If the state is a high ball entry rate state (step S11: YES), the main CPU 41 determines whether the completed regular game is a losing regular game (step S12). If the completed regular game is not a losing regular game (it is a winning regular game) (step S12: NO), the main CPU 41 ends the third low ball entry rate transition process.
[0090] If the completed normal game is a losing normal game (step S12: YES), the main CPU 41 determines whether the transition condition is met (step S13). As an example, the main CPU 41 updates the value of the second execution counter stored in the main RAM 43 by subtracting 1 from the value, and determines that the transition condition is met if the updated second execution counter is zero. If the transition condition is not met (step S13: NO), the main CPU 41 terminates the third low ball entry rate transition process. If the transition condition is met (step S13: YES), the main CPU 41 terminates the high ball entry rate state because the transition condition from the high ball entry rate state has been met, and controls the state to the low ball entry rate state (step S14). Thereafter, the main CPU 41 terminates the third low ball entry rate transition process.
[0091] The fourth low ball entry rate transition process is a low ball entry rate transition process at the end of a normal winning game. When the normal winning game ends, the main CPU 41 executes the fourth low ball entry rate transition process. As shown in FIG. 13, in the fourth low-goal-entry transition process, the main CPU 41 determines whether the current state is a high-goal-entry state (step S21). If the current state is not a high-goal-entry state (step S21: NO), the main CPU 41 terminates the fourth low-goal-entry transition process. If the current state is a high-goal-entry state (step S21: YES), the main CPU 41 determines whether the transition condition is met (step S22). As an example, the main CPU 41 updates the value of the second execution counter stored in the main RAM 43 by subtracting 1 from the value, and determines that the transition condition is met if the updated second execution counter is zero. If the transition condition is not met (step S22: NO), the main CPU 41 terminates the fourth low-goal-entry transition process. If the transition condition is met (step S22: YES), the main CPU 41 terminates the high-goal-entry state because the transition condition from the high-goal-entry state has been met, and controls the current state to a low-goal-entry state (step S23). Thereafter, the main CPU 41 ends the fourth low ball entry rate transition process.
[0092] As described above, the transition condition from the high ball entry rate state may be established when a regular game is played or when a special game (second special game) is played. Here, the transition condition may be established when the special game (second special game) ends, regardless of its type. On the other hand, when the regular game ends, if the regular game is a losing regular game, the transition condition may be established when the regular win game awarded after the end of the regular game ends if the regular game is a winning regular game. The high ball entry rate state ends when the transition condition is established. Thus, the high ball entry rate state controlled after the end of the first jackpot game ends when one special game or 100 regular games are played. The high ball entry rate state controlled after the end of the second jackpot game ends when one special game or four regular games are played. The high ball entry rate state controlled after the end of the third jackpot game ends when one special game or three regular games are played. The high ball entry rate state, which is controlled after the end of the fourth jackpot game, ends when one special game or two regular games are played. The high ball entry rate state, which is controlled after the end of the fifth jackpot game, ends when one special game or one regular game is played.
[0093] As an example, when the ball entry rate state (game state) transitions, the main CPU 41 stores in the output buffer a control command (hereinafter referred to as a state designation command) capable of identifying the current ball entry rate state (game state). In other words, state designation commands include a state designation command capable of identifying a low ball entry rate state and a state designation command capable of identifying a high ball entry rate state. As an example, when power supply is started, the main CPU 41 stores in the output buffer a state designation command capable of identifying the current ball entry rate state (game state). The main CPU 41 is an example of a state control unit capable of control to a high ball entry rate state. The high ball entry rate state is an example of a specific game state.
[0094] Next, various processes executed by the secondary CPU 51 will be described. The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to the special game during execution of the special game. When the sub-CPU 51 inputs a special variation start command, it controls the effect device group ES including the first effect display device EH1 and the second effect display device EH2 to execute the effect game.
[0095] The sub-CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the special variation start command. The sub-CPU 51 determines the jackpot symbol combination when a jackpot symbol can be identified from the special variation start command. As an example, a jackpot symbol combination is a symbol combination in which multiple effect symbols are the same effect symbol. The sub-CPU 51 determines a losing symbol combination when a losing symbol can be identified from the special variation start command. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination including a reach if the condition for executing a reach effect (hereinafter referred to as a reach condition) is met. As an example, a losing symbol combination including a reach is a symbol combination in which, among the multiple effect symbols, the effect symbols in the left and right columns are the same effect symbol, while the effect symbol in the middle column is a different effect symbol. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination not including a reach if the reach condition is not met. As an example, a losing symbol combination that does not include a reach is a symbol combination in which a plurality of effect symbols are different from each other. As an example, the sub-CPU 51 determines whether a reach condition is met based on a variation pattern that can be specified from the input special variation start command.
[0096] The sub-CPU51 determines the specific variation content (performance content) of the performance game based on the variation pattern. Based on the determined variation content, the sub-CPU51 controls the first performance display device EH1 and the second performance display device EH2 so as to start varying display of the performance symbols in each symbol row. In other words, the sub-CPU51 starts the performance game. As an example, the first performance display device EH1 and the second performance display device EH2 may be capable of executing independent performance games. As an example, in principle, in a low ball winning rate state, a performance game is executed on each of the first performance display device EH1 and the second performance display device EH2, while in a high ball winning rate state, a performance game is executed on the second performance display device EH2 of the first performance display device EH1 and the second performance display device EH2.
[0097] As an example, the sub-CPU 51 temporarily displays the symbol combination when a predetermined timing arrives after the start of the effect game. Thereafter, the sub-CPU 51 temporarily displays the symbol combination in a confirmed state in response to the input of a variation end command. As an example, the sub-CPU 51 may temporarily display the symbol combination in a confirmed state in response to the passage of a variation time set in the variation pattern. In this case, the variation end command may be omitted. Note that if the variation end command is input after the start of the effect game but before the predetermined timing arrives, the sub-CPU 51 temporarily displays the symbol combination in a confirmed state in response to the input of the variation end command.
[0098] In this embodiment, the sub-CPU 51 does not execute the effect game on the first effect display device EH1 out of the effect game on the first effect display device EH1 and the effect game on the second effect display device EH2 during execution of the specific effect. In other words, during execution of the specific effect, execution of the effect game on the first effect display device EH1 is restricted (prohibited).
[0099] As an example, a specific effect is composed of multiple effects. As an example, the specific effect is a stock challenge effect. As an example, the stock challenge effect is an effect that is executed in a state where the ball score rate is high. As an example, the stock challenge effect is an effect that is executed while a normal game is being played. As an example, the stock challenge effect is an effect whose effect mode differs depending on the type of normal game.
[0100] As shown in FIG. 14, in the stock challenge performance, a first stock image SG1 is displayed on the first performance display device EH1 for a predetermined performance time. As an example, the first stock image SG1 is an image presenting a challenge. As an example, the first stock image SG1 is an image presenting a reward. As an example, the first stock image SG1 is an image imitating the string of characters "Stock if successful." As an example, in the stock challenge performance, when the first stock image SG1 is displayed, a first stock sound is output from the speaker SP. As an example, the first stock sound is sound presenting a challenge. As an example, the first stock sound is sound presenting a reward. As an example, the first stock sound is sound "Stock if successful."
[0101] In the stock challenge effect, when the display of the first stock image SG1 is finished on the first effect display device EH1, the second stock image SG2 or the third stock image SG3 is displayed depending on the type of normal game being played. As an example, when a losing normal game is being played, the second stock image SG2 is displayed for a predetermined effect time. As an example, when a winning normal game is being played, the third stock image SG3 is displayed for a predetermined effect time. As an example, the second stock image SG2 is an image that allows the player to recognize that the task has not been completed. As an example, the second stock image SG2 is an image that allows the player to recognize that a reward will not be obtained. As an example, the second stock image SG2 is an image that resembles the string of characters "Failure." As an example, the third stock image SG3 is an image that allows the player to recognize that the task has been completed. As an example, the third stock image SG3 is an image that allows the player to recognize that a reward will be obtained. As an example, the third stock image SG3 is an image that resembles the string of characters "Success." As an example, the second stock image SG2 and the third stock image SG3 may include an image showing the process of whether or not a task is accomplished.
[0102] As an example, in the stock challenge performance, when the second stock image SG2 is displayed, the second stock sound is output from the speaker SP. As an example, the second stock sound is a sound that allows the player to recognize that the task has not been completed. As an example, the second stock sound is a sound that allows the player to recognize that a reward will not be obtained. As an example, the second stock sound is a sound that says "failure." As an example, in the stock challenge performance, when the third stock image SG3 is displayed, the third stock sound is output from the speaker SP. As an example, the third stock sound is a sound that allows the player to recognize that the task has been completed. As an example, the third stock sound is a sound that allows the player to recognize that a reward will be obtained. As an example, the third stock sound is a sound that says "success."
[0103] As one example, one stock challenge effect may end when the display of the second stock image SG2 or the third stock image SG3 ends on the first effect display device EH1. As one example, such a stock challenge effect is repeatedly executed in response to the execution of a regular game until a second specified number of regular games have been executed. Then, in the second specified number of regular games, when the display of the second stock image SG2 or the third stock image SG3 ends on the first effect display device EH1, a fourth stock image SG4 or a fifth stock image SG5 is displayed according to the second reserved number when the second specified number of regular games is executed. As one example, when the second reserved number is 1 or more, the fourth stock image SG4 is displayed for a predetermined duration. As one example, when the second reserved number is zero, the fifth stock image SG5 is displayed for a predetermined duration. As one example, the fourth stock image SG4 is an image that allows the user to recognize that the stock challenge effect has ended. As one example, the fourth stock image SG4 is an image that resembles the text "Stock Challenge Ended." As an example, the fifth stock image SG5 is an image that allows the user to recognize that the stock challenge effect is ending. As an example, the fifth stock image SG5 is an image that allows the user to recognize that the winning streak period has ended or may end. As an example, the fifth stock image SG5 is an image that resembles the string of characters "RUSH End."
[0104] As an example, in the stock challenge effect, when the fourth stock image SG4 is displayed, a fourth stock sound is output from the speaker SP. As an example, the fourth stock sound is a sound that allows the player to recognize that the stock challenge effect is ending. As an example, the fourth stock sound is a sound that says "stock challenge ends." As an example, in the stock challenge effect, when the fifth stock image SG5 is displayed, a fifth stock sound is output from the speaker SP. As an example, the fifth stock sound is a sound that allows the player to recognize that the winning streak period has ended, or may end. As an example, the fifth stock sound is a sound that says "RUSH ends."
[0105] As an example, when the fifth stock image SG5 is displayed, if a winning second special game (a big win second special game and a small win second special game) is being executed, the sixth stock image SG6 may be displayed after the fifth stock image SG5 is displayed for a predetermined performance time. As an example, the sixth stock image SG6 is an image that allows the player to recognize that the winning streak is continuing. As an example, the sixth stock image SG6 is an image that resembles the character string "revival." As an example, in a stock challenge performance, when the sixth stock image SG6 is displayed, a sixth stock sound is output from the speaker SP. As an example, the sixth stock sound is a sound that allows the player to recognize that the winning streak is continuing. As an example, the sixth stock sound is the sound of "revival."
[0106] In this way, the stock challenge effect is an effect whose effect mode differs depending on the type of the regular game being executed. Furthermore, the stock challenge effect is an effect whose effect mode differs when executed in the regular game played the second specified number of times and when executed in the regular game before that. Furthermore, the stock challenge effect can be said to be an effect that can be executed during the execution of the special game played the first specified number of times (second special game). Furthermore, the stock challenge effect can be said to be an effect whose effect mode differs depending on the type of the special game played the first specified number of times. In the following description, a stock challenge effect including the first stock image SG1 and the second stock image SG2 may be referred to as a stock challenge effect according to a first mode. Furthermore, a stock challenge effect including the first stock image SG1 and the third stock image SG3 may be referred to as a stock challenge effect according to a second mode. Furthermore, a stock challenge effect including the first stock image SG1, the second stock image SG2, and the fourth stock image SG4 may be referred to as a stock challenge effect according to a third mode. Furthermore, a stock challenge effect including the first stock image SG1, the third stock image SG3, and the fourth stock image SG4 may be referred to as a stock challenge effect according to the fourth aspect. Furthermore, a stock challenge effect including the first stock image SG1, the second stock image SG2, and the fifth stock image SG5 may be referred to as a stock challenge effect according to the fifth aspect. Furthermore, a stock challenge effect including the first stock image SG1, the second stock image SG2, the fifth stock image SG5, and the sixth stock image SG6 may be referred to as a stock challenge effect according to the sixth aspect.
[0107] As an example, the specific effects include a winning challenge effect. As an example, the winning challenge effect is an effect that is executed in a state where the ball entry rate is high. As an example, the winning challenge effect is an effect that is executed while a special game (second special game) is being executed. As an example, the winning challenge effect is an effect whose presentation style differs depending on the type of special game (second special game).
[0108] As shown in FIG. 15, in the winning challenge presentation, a first challenge image CG1 is displayed on the first presentation display device EH1 for a predetermined presentation time. As an example, the first challenge image CG1 is an image that presents a challenge. As an example, the first challenge image CG1 is an image that resembles the string of characters "If you succeed, you win." As an example, in the winning challenge presentation, when the first challenge image CG1 is displayed, a first challenge sound is output from the speaker SP. As an example, the first challenge sound is a sound that presents a challenge. As an example, the first challenge sound is a sound that presents a reward. As an example, the first challenge sound is a sound that says "If you succeed, you win."
[0109] In the winning challenge effect, when the display of the first challenge image CG1 ends on the first effect display device EH1, the second challenge image CG2 or the third challenge image CG3 is displayed depending on the type of special game (second special game) being played. As an example, when a losing special game (second special game) is being played, the second challenge image CG2 is displayed for a predetermined effect time. As an example, when a winning special game (second special game) is being played, the third challenge image CG3 is displayed for a predetermined effect time. As an example, the second challenge image CG2 is an image that allows the player to recognize that they have failed to complete the task. As an example, the second challenge image CG2 is an image that allows the player to recognize that they will not be able to obtain a reward. As an example, the second challenge image CG2 is an image that resembles the word "fail." As an example, the third challenge image CG3 is an image that allows the player to recognize that they have successfully completed the task. As an example, the third challenge image CG3 is an image that allows the player to recognize that they will be able to obtain a reward. As an example, the third challenge image CG3 is an image that resembles the word "success." As an example, the second challenge image CG2 and the third challenge image CG3 may include an image showing the process of whether or not the task is accomplished. Note that the second challenge image CG2 may be an image different from the second stock image SG2, or may be the same image as the second stock image SG2. Furthermore, the third challenge image CG3 may be an image different from the third stock image SG3, or may be the same image as the third stock image SG3.
[0110] As an example, in the winning challenge presentation, when the second challenge image CG2 is displayed, a second challenge sound is output from the speaker SP. As an example, the second challenge sound is a sound that allows the player to recognize that the task has not been completed. As an example, the second challenge sound is a sound that allows the player to recognize that a reward will not be obtained. As an example, the second challenge sound is a sound that says "failure." As an example, in the winning challenge presentation, when the third challenge image CG3 is displayed, a third challenge sound is output from the speaker SP. As an example, the third challenge sound is a sound that allows the player to recognize that the task has been completed. As an example, the third challenge sound is a sound that allows the player to recognize that a reward will be obtained. As an example, the third challenge sound is a sound that says "success."
[0111] As one example, a single winning challenge effect may end when the display of the second challenge image CG2 or the third challenge image CG3 ends on the first effect display device EH1. As one example, such winning challenge effects are repeatedly executed in response to the execution of special games until all pending second special games have been executed or until a jackpot game is awarded. In other words, when the third challenge image CG3 is displayed on the first effect display device EH1, the series of winning challenge effects ends. Then, in the last pending second special game, when the display of the second challenge image CG2 ends on the first effect display device EH1, the fourth challenge image CG4 is displayed for a predetermined duration. As one example, the fourth challenge image CG4 is an image that allows a player to recognize that the winning challenge effect is ending. As one example, the fourth challenge image CG4 is an image that allows a player to recognize that a winning streak period has ended or may end. As one example, the fourth challenge image CG4 is an image that resembles the characters "RUSH End." As an example, the fourth challenge image CG4 may be a different image from the fifth stock image SG5, or may be the same image as the fifth stock image SG5.
[0112] As an example, in the winning challenge presentation, when the fourth challenge image CG4 is displayed, a fourth challenge sound is output from the speaker SP. As an example, the fourth challenge sound is a sound that allows the player to recognize that the winning challenge presentation is ending. As an example, the fourth challenge sound is a sound that allows the player to recognize that the winning streak period has ended or may end. As an example, the fourth challenge sound is a sound that says "RUSH Ended."
[0113] In the following description, a winning challenge effect including the first challenge image CG1 and the second challenge image CG2 may be referred to as a winning challenge effect according to the first mode. Also, a winning challenge effect including the first challenge image CG1 and the third challenge image CG3 may be referred to as a winning challenge effect according to the second mode. A winning challenge effect including the first challenge image CG1, the second challenge image CG2, and the fourth challenge image CG4 may be referred to as a winning challenge effect according to the third mode.
[0114] As an example, the specific effects include pre-effects. As an example, the pre-effects are effects that are executed in a state where the ball entry rate is high. As an example, the pre-effects are effects that are executed while a normal game is being executed. As an example, the pre-effects are effects that are executed while a special game (second special game) is being executed. As an example, the pre-effects are effects whose effect pattern differs depending on the type of special game (second special game).
[0115] As shown in FIG. 16, in the pre-performance, the first pre-image JG1 is displayed on the first performance display device EH1 for a predetermined performance time. As an example, the first pre-image JG1 is an image presenting a challenge. As an example, the first pre-image JG1 is an image presenting a reward. As an example, the first pre-image JG1 is an image imitating the string of characters "Stock challenge if successful." As an example, in the pre-performance, when the first pre-image JG1 is displayed, a first pre-audio is output from the speaker SP. As an example, the first pre-audio is an audio presenting a challenge. As an example, the first pre-audio is an audio presenting a reward. As an example, the first pre-audio is an audio "Stock challenge if successful."
[0116] In the pre-effect, when the display of the first pre-effect image JG1 ends on the first effect display device EH1, the second pre-effect image JG2 or the third pre-effect image JG3 is displayed depending on the type of special game (second special game) being executed. As an example, when a special game (second special game) of variation pattern H01 or variation pattern H02 is being executed, the second pre-effect image JG2 is displayed for a predetermined effect time. As an example, when a special game (second special game) of variation pattern H03 or variation pattern H04 is being executed, the third pre-effect image JG3 is displayed for a predetermined effect time. As an example, the second pre-effect image JG2 is an image that allows the player to recognize that the task has not been completed. As an example, the second pre-effect image JG2 is an image that allows the player to recognize that the reward cannot be obtained. As an example, the second pre-effect image JG2 is an image that resembles the word "failed." As an example, the third pre-effect image JG3 is an image that allows the player to recognize that the task has been completed. As an example, the third pre-effect image JG3 is an image that allows the player to recognize that the reward can be obtained. As an example, the third preliminary image JG3 is an image imitating the word "success." As an example, the second preliminary image JG2 and the third preliminary image JG3 may include an image showing the process of whether or not the task is completed. The second preliminary image JG2 may be an image different from the second stock image SG2, or may be the same as the second stock image SG2. The second preliminary image JG2 may be an image different from the second challenge image CG2, or may be the same as the second challenge image CG2. The third preliminary image JG3 may be an image different from the third stock image SG3, or may be the same as the third stock image SG3. The third preliminary image JG3 may be an image different from the third challenge image CG3, or may be the same as the third challenge image CG3.
[0117] As an example, in the pre-performance, when the second pre-image JG2 is displayed, a second pre-audio is output from the speaker SP. As an example, the second pre-audio is an audio that allows the player to recognize that the task has not been completed. As an example, the second pre-audio is an audio that allows the player to recognize that a reward will not be obtained. As an example, the second pre-audio is an audio that says "failure." As an example, in the pre-performance, when the third pre-image JG3 is displayed, a third pre-audio is output from the speaker SP. As an example, the third pre-audio is an audio that allows the player to recognize that the task has been completed. As an example, the third pre-audio is an audio that allows the player to recognize that a reward will be obtained. As an example, the third pre-audio is an audio that says "success."
[0118] As an example, when the second advance image JG2 is displayed, the fourth advance image JG4 may be displayed after the second advance image JG2 is displayed for a predetermined performance time. As an example, the fourth advance image JG4 is an image that allows the player to recognize that a winning challenge performance will be executed. As an example, the fourth advance image JG4 is an image that resembles the string of characters "winning challenge." The advance performance ends after displaying the fourth advance image JG4 for a predetermined performance time. As an example, in the advance performance, when the fourth advance image JG4 is displayed, a fourth advance sound is output from the speaker SP. As an example, the fourth advance sound is a sound that allows the player to recognize that a winning challenge performance will be executed. As an example, the fourth advance sound is the sound "winning challenge."
[0119] In the following description, a pre-performance including the first pre-image JG1, the second pre-image JG2, and the fourth pre-image JG4 may be referred to as a pre-performance according to the first aspect. Also, a pre-performance including the first pre-image JG1 and the third pre-image JG3 may be referred to as a pre-performance according to the second aspect.
[0120] The process for executing a specific effect will be described below. When the sub-CPU 51 inputs both the first special fluctuation start command after being controlled to the high ball entry rate state and the first normal fluctuation start command after being controlled to the high ball entry rate state, it controls the group of performance devices ES to execute a pre-performance. At this time, if the fluctuation pattern identified from the special fluctuation start command is fluctuation pattern H01 or fluctuation pattern H02, the sub-CPU 51 controls the group of performance devices ES to execute a pre-performance according to the first mode. On the other hand, if the fluctuation pattern identified from the special fluctuation start command is fluctuation pattern H03 or fluctuation pattern H04, the sub-CPU 51 controls the group of performance devices ES to execute a pre-performance according to the second mode.
[0121] When the preliminary performance according to the first mode ends, the sub-CPU 51 controls the performance device group ES to execute a winning challenge performance. At this time, if the fluctuation pattern identified from the first special fluctuation start command is fluctuation pattern H01, the sub-CPU 51 controls the performance device group ES to execute a winning challenge performance according to the first mode. On the other hand, if the fluctuation pattern identified from the first special fluctuation start command is fluctuation pattern H02, the sub-CPU 51 controls the performance device group ES to execute a winning challenge performance according to the second mode.
[0122] Thereafter, the sub-CPU 51 controls the effect device group ES to execute a winning challenge effect each time a special variation start command that can identify the start of the second special game is input until the termination condition is met. For example, when a winning second special game is started, the sub-CPU 51 controls the effect device group ES to execute a winning challenge effect according to the second mode. On the other hand, when a losing second special game is started, the sub-CPU 51 controls the effect device group ES to execute a winning challenge effect according to the second reserved number. For example, if the second reserved number is one or more, the sub-CPU 51 controls the effect device group ES to execute a winning challenge effect according to the first mode. On the other hand, if the second reserved number is zero, the sub-CPU 51 controls the effect device group ES to execute a winning challenge effect according to the third mode. For example, the sub-CPU 51 determines that the termination condition for the series of winning challenge effects has been met when a big win opening command is input. For example, the sub-CPU 51 determines that the termination condition for the series of winning challenge effects has been met when a small win opening command is input. As an example, when the sub-CPU 51 ends the winning challenge effect according to the third mode, it determines that the ending condition has been met. In other words, the winning challenge effect according to the second mode and the winning challenge effect according to the third mode are the winning challenge effects that are executed last among the winning challenge effects that make up a series of winning challenge effects. On the other hand, the winning challenge effect according to the first mode is the winning challenge effect that is executed before the last winning challenge effect among the winning challenge effects that make up a series of winning challenge effects. Note that, when the first preliminary effect ends, if the second reserved number is zero and the first second special game is a losing second special game, the sub-CPU 51 controls the effect device group ES to execute the winning challenge effect according to the third mode.
[0123] When the pre-effect according to the second mode ends, the sub-CPU 51 controls the effect device group ES to execute a stock challenge effect. At this time, if the fluctuation pattern identified from the first normal fluctuation start command is fluctuation pattern H11, the sub-CPU 51 controls the effect device group ES to execute a stock challenge effect according to the first mode. On the other hand, if the fluctuation pattern identified from the first normal fluctuation start command is fluctuation pattern H12, the sub-CPU 51 controls the effect device group ES to execute a stock challenge effect according to the second mode.
[0124] Thereafter, the sub-CPU51 controls the effect device group ES so as to execute a stock challenge effect each time a normal variation start command is input until the termination condition is met. As an example, the sub-CPU51 controls the effect device group ES so as to execute a stock challenge effect in a presentation mode corresponding to the type of normal game. As an example, when a losing normal game is started, the sub-CPU51 controls the effect device group ES so as to execute a stock challenge effect in a first mode unless the normal game is the second specified number of times.
[0125] As an example, when a losing regular game is started, if the regular game is the second specified number of times, the sub-CPU 51 controls the effect device group ES to execute a stock challenge effect in an effect mode corresponding to the second reserved number. As an example, if the second reserved number is one or more, the sub-CPU 51 controls the effect device group ES to execute a stock challenge effect in a third mode. As an example, if the second reserved number is zero, the sub-CPU 51 controls the effect device group ES to execute a stock challenge effect in a mode corresponding to the type of second special game being executed. As an example, if a losing second special game is being executed, the sub-CPU 51 controls the effect device group ES to execute a stock challenge effect in a fifth mode. As an example, if a winning second special game is being executed, the sub-CPU 51 controls the effect device group ES to execute a stock challenge effect in a sixth mode.
[0126] As an example, the sub-CPU 51 determines that the termination condition for the series of stock challenge effects has been met when a big win opening command is input. As an example, the sub-CPU 51 determines that the termination condition for the series of stock challenge effects has been met when a small win opening command is input. As an example, the sub-CPU 51 determines that the termination condition has been met when the stock challenge effect according to the fifth mode is terminated. In other words, the stock challenge effect according to the third mode, the stock challenge effect according to the fourth mode, the stock challenge effect according to the fifth mode, and the stock challenge effect according to the sixth mode are stock challenge effects executed last among the stock challenge effects constituting the series of stock challenge effects. On the other hand, the stock challenge effect according to the first mode and the stock challenge effect according to the second mode are stock challenge effects executed before the last stock challenge effect among the stock challenge effects constituting the series of stock challenge effects. Note that if the sub-CPU 51 inputs the first special variation start command but does not input the first normal variation start command, it controls the effect device group ES to execute a win challenge effect, similar to when the pre-effect according to the first mode is terminated. On the other hand, if the sub-CPU 51 inputs the first normal fluctuation start command but does not input the first special fluctuation start command, it controls the group of performance devices ES to execute the stock challenge performance in the same way as when the pre-performance according to the first mode is ended.
[0127] The operation of the pachinko gaming machine 10 of this embodiment configured as described above will now be described. 17 and 18 show an example of the presentation mode of the pachinko gaming machine 10 when it is controlled to a high ball winning rate state.
[0128] 17(a) and 17(b), when the ball entry rate is controlled to a high state, the execution of both the first special game (second special game) and the first normal game triggers the execution of a pre-effect in the effect device group ES. At this time, the variation pattern of the first special game is variation pattern H03 or variation pattern H04. Therefore, the effect device group ES executes a pre-effect according to the second mode.
[0129] 17(c), 17(d), and 17(e), when the pre-effect of the second mode ends, a series of stock challenge effects are executed in the effect device group ES. In the normal games up to the second specified number of times, when the fluctuation pattern of the normal games is fluctuation pattern H11 (fluctuating pattern H13 from the second time onwards), the stock challenge effect of the first mode is executed. On the other hand, in the normal games up to the second specified number of times, when the fluctuation pattern of the normal games is fluctuation pattern H12 (fluctuating pattern H14 from the second time onwards), the stock challenge effect of the second mode is executed.
[0130] As shown in FIG. 17(f), in the second specified number of regular games, the stock challenge effect according to the third mode, the stock challenge effect according to the fourth mode, the stock challenge effect according to the fifth mode, or the stock challenge effect according to the sixth mode is executed. Specifically, when the second specified number of regular games is a losing regular game, the stock challenge effect according to the third mode, the stock challenge effect according to the fifth mode, or the stock challenge effect according to the sixth mode is executed. On the other hand, when the second specified number of regular games is a winning regular game, the stock challenge effect according to the fourth mode is executed. Note that this figure illustrates an example in which the stock challenge effect according to the fifth mode or the stock challenge effect according to the sixth mode is executed. Thereafter, when the second specified number of regular games is over, the transition condition is met, and the high winning rate state ends. In other words, when the transition condition is met as a result of the execution of a regular game, the content of the stock challenge effect differs depending on the result of the regular game.
[0131] 18(a) and 18(b), when the ball entry rate is controlled to a high state, the execution of both the first special game (second special game) and the first normal game triggers the execution of a pre-effect in the effect device group ES. At this time, the variation pattern of the first special game is variation pattern H01 or variation pattern H02. Therefore, the effect device group ES executes a pre-effect according to the first mode.
[0132] As shown in Figures 18(c), 18(d), and 18(e), when the pre-effect according to the first mode ends, a series of winning challenge effects are executed in the effect device group ES. In a special game (second special game) when the second reserved number is 1 or more, if the special game is a losing special game, the winning challenge effect according to the first mode is executed. On the other hand, in a special game (second special game) when the second reserved number is 1 or more, if the special game is a winning special game, the winning challenge effect according to the second mode is executed. After the winning challenge effect ends, when the first specified number of special games (second special games) end, the transition condition is met, and the high ball entry rate state ends. In other words, when the transition condition is met triggered by the execution of a special game (second special game), the content of the winning challenge effect differs depending on the result of the special game (second special game).
[0133] As shown in FIG. 18(f), in the special game (second special game) when the second reserved number is zero, a winning challenge effect according to the second mode or a winning challenge effect according to the third mode is executed. Specifically, when the special game (second special game) when the second reserved number is zero is a winning special game, a winning challenge effect according to the second mode is executed. On the other hand, when the special game (second special game) when the second reserved number is zero is a losing special game, a winning challenge effect according to the third mode is executed. Note that this figure illustrates an example in which a winning challenge effect according to the third mode is executed.
[0134] In this way, when the transition condition is established as a trigger for the execution of a second specified number of regular games, the pre-effect and the stock challenge effect according to the second mode are executed. On the other hand, when the transition condition is established as a trigger for the execution of a first specified number of special games (second special games), the pre-effect and the win challenge effect according to the first mode are executed. In other words, the effect content differs when the transition condition is established as a trigger for the execution of a regular game and when the transition condition is established as a trigger for the execution of a special game (second special game). Furthermore, the pre-effect, the stock challenge effect, and the win challenge effect are all executed by multiple effect execution units. For this reason, it can be said that there are multiple effect execution units whose effect content differs when the transition condition is established as a trigger for the execution of a regular game and when the transition condition is established as a trigger for the execution of a special game (second special game). On the other hand, in the second effect display device EH2, an effect game is executed regardless of whether the transition condition is established as a result of the execution of a normal game or as a result of the execution of a special game (second special game). In other words, when the transition condition is established as a result of the execution of a normal game and when the transition condition is established as a result of the execution of a special game (second special game), the effect content of the first effect display device EH1 is different, while the effect content of the second effect display device EH2 is the same. The effect game in the second effect display device EH2 is an example of a specific effect.
[0135] The effects of this embodiment will be described. (1-1) In this embodiment, the transition condition from the high ball entry rate state may be fulfilled when a normal game is played or when a special game (second special game) is played. By providing multiple transition conditions as transition conditions from the high ball entry rate state, the player can enjoy wondering which transition condition will be fulfilled in the high ball entry rate state. Furthermore, the presentation content differs depending on which transition condition is fulfilled, and different impressions can be given depending on the transition condition that is fulfilled. This increases the player's interest.
[0136] (1-2) Furthermore, in this embodiment, since the performance contents of the multiple performance execution units (first performance display device EH1 and speaker SP) are different, different impressions can be given more strongly depending on the differences in the transition conditions that are established.
[0137] (1-3) On the other hand, the performance content of the second performance display device EH2 is the same regardless of which transition condition is met, so the performance on the second performance display device EH2 can be enjoyed regardless of which transition condition is met.
[0138] (1-4) Furthermore, the content of the specific effects varies depending on the result of the variable game that triggered the establishment of the transition condition, making the specific effects more enjoyable. (1-5) The second specified number of times varies depending on the type of jackpot game. As a result, the expected number of normal jackpot games awarded after the end of the jackpot game varies depending on the type of jackpot game. This allows players to enjoy the differences in transition conditions depending on the type of jackpot game.
[0139] (1-6) In particular, in this embodiment, when the second special game is executed, the expectation of a small win game being awarded is higher than when the first special game is executed. In the small win game, a jackpot game is awarded when the game ball passes through a specific area. Therefore, the number of times the second special game is executed has a significant impact on the expected number of times a jackpot game will be awarded. Therefore, the fact that the expected number of normal win games awarded after the end of a jackpot game differs depending on the type of jackpot game means that the expected number of jackpot games awarded thereafter differs depending on the type of jackpot game. Therefore, different game flows can be provided depending on the type of jackpot game.
[0140] [Second embodiment] A pachinko gaming machine according to a second embodiment will be described. In the following description, the same configurations and controls as those in the already described embodiments are denoted by the same reference numerals, and the duplicated description will be omitted or simplified. In the pachinko gaming machine 10 of the second embodiment, the executable effects include predetermined effects.
[0141] As shown in FIG. 19, there are multiple types of predetermined effects. Specifically, in the predetermined effects, the first effect display device EH1 may display a first effect image EG1 for a predetermined effect time, or may display a second effect image EG2 for a predetermined effect time. As an example, the first effect image EG1 and the second effect image EG2 are images that suggest the degree of expectation of a bonus. As an example, the first effect image EG1 and the second effect image EG2 may be images that allow the degree of expectation of a bonus to be recognized. As an example, the degree of expectation of a bonus is whether or not a bonus can be acquired, and the degree of expectation of a specific bonus (e.g., a jackpot game) if a bonus can be acquired. As an example, the second effect image EG2 is an image that suggests a higher degree of expectation of a bonus than the first effect image EG1. As an example, the first effect image EG1 is an image that resembles the character string "Chance." As an example, the second effect image EG2 is an image that resembles the character string "Super Hot."
[0142] As an example, in a predetermined effect, when the first effect image EG1 is displayed, a first effect sound is output from the speaker SP. As an example, in a predetermined effect, when the second effect image EG2 is displayed, a second effect sound is output from the speaker SP. As an example, the first effect sound and the second effect sound are sounds that suggest the degree of expectation of a bonus. As an example, the first effect sound and the second effect sound may be sounds that allow the degree of expectation of a bonus to be recognized. As an example, the second effect sound is a sound that suggests a higher degree of expectation of a bonus than the first effect sound. As an example, the first effect sound is a sound that says "chance." As an example, the second effect sound is a sound that says "super hot." In the following description, a predetermined effect that includes the first effect image EG1 may be referred to as a predetermined effect according to a first aspect. Also, a predetermined effect that includes the second effect image EG2 may be referred to as a predetermined effect according to a second aspect.
[0143] The control for executing the predetermined effect will be explained. As an example, when the sub-CPU 51 inputs a special variation start command or a normal variation start command, it executes a predetermined lottery to determine whether or not to execute a predetermined effect. As an example, the sub-CPU 51 determines whether or not to execute a predetermined effect with the same lottery probability regardless of whether the special variation start command or the normal variation start command is input. In other words, the selection rate of the predetermined effect (the rate at which the execution of the predetermined effect is determined) is the same when a normal game is executed and when a special game is executed. Therefore, it can be said that the selection rate of the predetermined effect in the first variation game (normal game or second special game) after the high ball entry rate state ends is the same when a transition condition is established triggered by the execution of a normal game and when a transition condition is established triggered by the execution of a special game (second special game).
[0144] As an example, when the execution of a predetermined effect is determined, the sub-CPU 51 determines the predetermined effect according to the first mode as the effect content of the predetermined effect when a normal variation start command is input. On the other hand, when the execution of a predetermined effect is determined, the sub-CPU 51 determines the predetermined effect according to the second mode as the effect content of the predetermined effect when a special variation start command is input. In other words, the effect content of the predetermined effect differs when a normal game is executed and when a special game is executed. For this reason, in this embodiment, the effect content of the predetermined effect differs between a normal game when the transition condition is not established triggered by the execution of a normal game and a special game (second special game) when the transition condition is not established triggered by the execution of a special game.
[0145] The effects of this embodiment will be described. (2-1) According to this embodiment, before the transition condition is established, the content of the predetermined effect in the variable game differs depending on which of the normal game and the special game (second special game) is executed, which can give a different impression. On the other hand, after the transition condition is established, the selection rate of the predetermined effect in the first variable game after the high ball entry rate state ends is the same regardless of which transition condition is established, so it is difficult to feel the superiority or inferiority of the transition condition.
[0146] [Third embodiment] A pachinko gaming machine according to a third embodiment will be described. The third embodiment differs from the first and second embodiments in that the timing at which the transition condition is satisfied differs depending on whether the shortening condition is satisfied or not. This will be explained in detail below.
[0147] When the main CPU 41 decrements the value of the second execution counter, it conducts a speed-saving lottery and varies the value to be decremented depending on the result of the speed-saving lottery. As an example, when the main CPU 41 decrements the value of the second execution counter, if the player has not won the speed-saving lottery, it decrements the value of the second execution counter by 1. On the other hand, when the main CPU 41 decrements the value of the second execution counter, if the player has won the speed-saving lottery, it decrements the value of the second execution counter by 2. Winning one or more speed-saving lotteries is an example of the speed-saving condition being met. As a result, in this embodiment, when the speed-saving condition is met, the timing at which the transition condition is met is earlier than when the speed-saving condition is not met.
[0148] The effects of this embodiment will be described. (3-1) According to this embodiment, when the shortening condition is met, the timing at which the transition condition is met is accelerated, so that the player can enjoy wondering whether the shortening condition will be met before the transition condition is met.
[0149] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. In the second embodiment, the predetermined effects may be changed arbitrarily. For example, at least one of the content of the predetermined effects and the selection rate of the predetermined effects may be different between a normal game when the transition condition is not met triggered by the execution of a normal game and a special game (second special game) when the transition condition is not met triggered by the execution of a special game (second special game). For example, at least one of the content of the predetermined effects and the selection rate of the predetermined effects in the first variable game (normal game or special game) after the high ball entry rate state ends may be the same between a normal game when the transition condition is met triggered by the execution of a normal game and a special game (second special game). In the second embodiment, the selection rate of the predetermined effects is the same in both situations, but the content of the predetermined effects is different. However, this is not a limitation. For example, the content of the predetermined effect may be different in the first situation (either when the transition condition is not met or after the high ball score state has ended), while the content of the predetermined effect may be the same in the second situation (the other situation when the transition condition is not met or after the high ball score state has ended). Also, for example, the selection rate of the predetermined effect may be different in the first situation (either when the transition condition is not met or after the high ball score state has ended), while the selection rate of the predetermined effect may be the same in the second situation (the other situation when the transition condition is not met or after the high ball score state has ended).
[0150] Also, for example, a predetermined effect different from the above-mentioned predetermined effect may be executed. The different predetermined effect may be executed in the same variable game as the above-mentioned predetermined effect. In other words, one or more types of predetermined effects may be executed in one variable game.
[0151] In the third embodiment, the shortened lottery was performed as an independent lottery, but this is not limited to this. The shortened lottery may also serve as another lottery. In this way, the result of the shortened lottery can be determined from the result of the other lottery, which increases interest in the result of the other lottery. As an example, the other lottery may be a variation pattern determination lottery. In this case, the selection of a predetermined specific variation pattern corresponds to the establishment of the shortened condition. In other words, when a variation game with a specific variation pattern is executed, the timing at which the transition condition is established is earlier than when a variation game with a specific variation pattern is executed. As an example, the specific variation pattern may be one or more.
[0152] In the third embodiment, the accelerated lottery may be a lottery that determines the value of the second execution counter to be subtracted. That is, in the third embodiment, the results of the accelerated lottery may include a result in which the value of the second execution counter is subtracted by 1, or a result in which the value of the second execution counter is subtracted by 2. In this case, the results of the accelerated lottery may include a result in which the value of the second execution counter is subtracted by 3 or more, or a result in which the value of the second execution counter is set to zero regardless of the current value of the second execution counter. In other words, if the accelerated lottery is won, the transition condition may be met.
[0153] The initial value of the first execution counter may be 2 or more. In this case, it may be possible to execute an abbreviated lottery to subtract 2 or more from the value of the first execution counter or to set it to zero. The specific effect may be changed as desired. As an example, the specific effect may be configured to include any other effect. As an example, the effect content of some effect execution units constituting the effect device group ES may be the same when a transition condition is met as a result of the execution of a normal game and when a transition condition is met as a result of the execution of a special game (second special game), while the effect content of other effect execution units may be different. As an example, the effect content of the above-mentioned other effect may be the same when a transition condition is met as a result of the execution of a normal game and when a transition condition is met as a result of the execution of a special game (second special game) in multiple effect execution units that are some or all of the effect device group ES.
[0154] The ease with which the transition condition from the high ball entry rate state is fulfilled may be set arbitrarily. As an example, the probability that the transition condition is fulfilled when the normal game is executed may be higher than the probability that the transition condition is fulfilled when the special game (second special game) is executed. Accordingly, the more likely the transition condition is fulfilled when the normal game is executed, the higher the expectation of a jackpot being awarded. As an example, the probability that the transition condition is fulfilled when the normal game is executed may be the same as the probability that the transition condition is fulfilled when the special game (second special game) is executed, or may be lower than the probability that the transition condition is fulfilled when the special game (second special game) is executed. In this way, by arbitrarily setting the likelihood that the transition condition from the high ball entry rate state is fulfilled, the expectation of a jackpot being awarded can be set.
[0155] The transition condition from the high ball entry rate state may be set arbitrarily. As an example, the transition condition to the high ball entry rate state may be established by the execution of a predetermined number of first special games. As an example, the transition condition to the high ball entry rate state may be established by the execution of a predetermined number of special games (the sum of the first special game and the second special game). As an example, the transition condition to the high ball entry rate state may be established by the execution of a predetermined number of variable games (the sum of the first special game, the second special game, and the regular game).
[0156] When the transition condition from the high ball entry rate state is met, a special effect may be executed in the variable game that triggered the transition. For example, the special effect may be an effect that allows the player to recognize that the transition condition from the high ball entry rate state has been met or that the transition condition from the high ball entry rate state has been met.
[0157] The content of the specific effect changes depending on the fluctuation pattern (which transition condition is met) of the first special game (second special game) after control is made to the high ball entry rate state, but is not limited to this. For example, the content of the specific effect may be the same or different regardless of which transition condition is met, or may be the same or different based on the results of a predetermined lottery.
[0158] The pachinko gaming machine 10 may be capable of executing one or more optional effects. As an example, the optional effect may be an effect executed in one variable game, an effect that can be executed in multiple variable games (so-called pre-reading effect), or an effect during a jackpot game. As an example, the optional effect is executed by one or more components arbitrarily selected from the first effect display device EH1, the second effect display device EH2, the decorative lamp LA, the speaker SP, and components different from these.
[0159] In addition to or instead of the first jackpot game and the second jackpot game, another jackpot game may be executable. Also, one or more arbitrarily selected jackpot games from the first jackpot game, the second jackpot game, and the other jackpot game may be executable.
[0160] The game state after each jackpot game may be changed arbitrarily. In other words, there may be a jackpot game that is controlled to a low probability low ball entry rate state after completion, a jackpot game that is controlled to a high probability low ball entry rate state after completion, a jackpot game that is controlled to a low probability high ball entry rate state after completion, or a jackpot game that is controlled to a high probability high ball entry rate state after completion.
[0161] The first effect display device EH1 may be configured in combination with a movable body configured to be able to perform a predetermined movement. The first effect display device EH1 may be provided on the game board YB or on the mounting frame 11b.
[0162] The second effect display device EH2 may be configured in combination with a movable body configured to be able to perform a predetermined movement. The second effect display device EH2 may be provided on the game board YB or on the mounting frame 11b.
[0163] The first special game and the second special game may be executed in the order in which the hold conditions are met. The pachinko gaming machine 10 can adopt a specification that provides a high-probability state until the next jackpot game, a specification that provides a high-probability state until a drop lottery is won (so-called drop specification), or a specification that provides a high-probability state until a specified number of variable games are completed (so-called ST specification). The high-probability state is a state in which a jackpot is easier to win in a jackpot lottery than with a normal jackpot probability (normal jackpot probability). In other words, in the high-probability state, the jackpot probability is higher than with a normal jackpot probability. The pachinko gaming machine 10 can adopt a specification that provides a high-probability state on the condition that the gaming ball passes through a specific area (so-called V-probability specification). The pachinko gaming machine 10 may adopt a specification that combines the drop specification and the V-probability specification. The pachinko gaming machine 10 may adopt a specification that combines the ST specification and the V-probability specification.
[0164] The lottery for the special symbol may be changed as desired. For example, the lottery for the second special symbol may be set to always result in a win (big win or small win). In this case, the second reserved number can be said to be the number of jackpot games that have been reserved for execution.
[0165] The special symbol winning lottery does not have to include the small win lottery. In this case, the opportunity to win the big win game is limited to winning the big win in the winning lottery. The special symbol winning lottery does not have to include the big win lottery. In this case, the trigger for the big win game is limited to winning a small win in the winning lottery and then having the game ball pass through a specific area in the small win game that is awarded.
[0166] The special symbol variation pattern may be changed at will. The winning lottery for the normal symbol may be changed arbitrarily. For example, in a state where the ball entry rate is high, the winning lottery may be guaranteed. In this case, the winning lottery for the normal symbol may be omitted, and in a state where the ball entry rate is high, a special bonus (normal winning game) may be awarded when a game ball enters the first ball entry slot.
[0167] The normal pattern variation pattern may be changed at will. The timing of the execution of the special effects may be changed as desired. For example, the special effects may be executed during a jackpot game. In this case, the content of the special effects may vary depending on the type of variable game currently on hold.
[0168] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.
[0169] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may also have a first display control substrate that specializes in controlling the first effect display device EH1, a second display control substrate that specializes in controlling the second effect display device EH2, a light-emitting control substrate that specializes in controlling the decorative lamp LA, and a sound control substrate that specializes in controlling the speaker SP, separate from the sub-substrate 50. Such a sub-general control substrate and the substrates that control other effects may be collectively referred to as a sub-substrate. In addition, in an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single substrate. Furthermore, the first display control substrate, second display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single or multiple substrates.
[0170] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Note A) A gaming machine that can execute a first variable game when a gaming ball enters a first ball entrance and can execute a second variable game when a gaming ball enters a second ball entrance, and that is equipped with a state control unit that can control to a specific gaming state and an effect execution unit that executes effects, and the specific gaming state ends when a transition condition is met, and the transition condition is met when the first variable game is executed or when the second variable game is executed, and the effects include specific effects that can be executed in the variable game in which the transition condition is met, and the content of the specific effects differs when the transition condition is met when the first variable game is executed and when the transition condition is met when the second variable game is executed.
[0171] (Appendix B) A gaming machine that can execute a first variable game when a gaming ball enters a first ball entrance and can execute a second variable game when a gaming ball enters a second ball entrance, and that is equipped with a state control unit that can control to a specific gaming state and an effect execution unit that executes effects, and the specific gaming state ends when a transition condition is met, and the transition condition is met when the first variable game is executed or when the second variable game is executed, and the effect includes a specific effect that can be executed in the variable game in which the transition condition is met, and the gaming machine has multiple effect execution units such that the content of the specific effect differs when the transition condition is met when the first variable game is executed and when the transition condition is met when the second variable game is executed.
[0172] (Appendix C) A gaming machine that can execute a first variable game when a gaming ball enters a first ball entrance and can execute a second variable game when a gaming ball enters a second ball entrance, and that is equipped with a state control unit that can control to a specific gaming state and an effect execution unit that executes effects, and the specific gaming state ends when a transition condition is met, and the transition condition is met when the first variable game is executed or when the second variable game is executed, and the effects include specific effects that can be executed in the variable game in which the transition condition is met, and the effect execution unit includes a first effect execution unit and a second effect execution unit different from the first effect execution unit, and the effect content of the specific effect in the first effect execution unit is different when the transition condition is met when the first variable game is executed and when the transition condition is met when the second variable game is executed, while the effect content of the specific effect in the second effect execution unit is the same.
[0173] (Appendix 2) A gaming machine capable of executing a first variable game when a gaming ball enters a first ball entrance and executing a second variable game when a gaming ball enters a second ball entrance, the gaming machine comprising: a state control unit capable of controlling to a specific gaming state; and an effect execution unit that executes effects, the specific gaming state being ended when a transition condition is met, the transition condition being met when the first variable game is executed, or when the second variable game is executed, the effect including a variable game when the transition condition is met. a gaming machine in which there is a specific effect that can be executed in a certain mode, and the content of the specific effect differs when the transition condition is met triggered by the execution of the first variation game and when the transition condition is met triggered by the execution of the second variation game, and when the transition condition is met triggered by the execution of the first variation game, the content of the specific effect differs depending on the result of the first variation game, and when the transition condition is met triggered by the execution of the second variation game, the content of the specific effect differs depending on the result of the second variation game.
[0174] (Appendix E) A gaming machine that can execute a first variable game when a gaming ball enters a first ball entrance and can execute a second variable game when a gaming ball enters a second ball entrance, and is equipped with a state control unit that can control to a specific gaming state and an effect execution unit that executes effects, and the specific gaming state ends when a transition condition is met, and the transition condition is met when the first variable game is executed or when the second variable game is executed, and the effects include specific effects that can be executed in the variable game in which the transition condition is met, and the content of the specific effects differs when the transition condition is met when the first variable game is executed and when the transition condition is met when the second variable game is executed, and when a shortened condition is met, the timing at which the transition condition is met is earlier than when the shortened condition is not met.
[0175] (Appendix F) A gaming machine capable of executing a first variation game among variation games when a gaming ball enters a first ball entrance and of executing a second variation game among the variation games when a gaming ball enters a second ball entrance, the gaming machine comprising: a state control unit capable of controlling to a specific gaming state; and an effect execution unit that executes an effect, the specific gaming state being ended when a transition condition is met, the transition condition being met in one of two ways: when the first variation game is executed and when the second variation game is executed, the effect being a predetermined effect and a specific effect, one or more types of the predetermined effect can be executed in the variation game, the specific effect being an effect that can be executed in the variation game in which the transition condition is met, and the specific effect being met in one of two ways when the first variation game is executed. and at least one of the presentation content of the predetermined presentation and the selection rate of the predetermined presentation is different between the first variation game when the transition condition is not established and the second variation game when the transition condition is not established triggered by the execution of the second variation game, the presentation content of the specific presentation is different between the time when the transition condition is established triggered by the execution of the first variation game and the time when the transition condition is established triggered by the execution of the second variation game, and at least one of the presentation content of the predetermined presentation and the selection rate of the specific presentation in the first variation game after the end of the specific game state is the same between the time when the transition condition is established triggered by the execution of the first variation game and the time when the transition condition is established triggered by the execution of the second variation game. [Explanation of symbols]
[0176] AC1...Normal actuator AC2...First special actuator AC3...Second special actuator AC4...Distribution actuator CG1...First challenge image CG2...Second challenge image CG3...Third challenge image CG4...Fourth challenge image EG1...First performance image EG2...Second performance image EH1...First performance display device EH2...Second performance display device ES...Performance device group H01...Fluctuating pattern H02...Fluctuating pattern H03...Fluctuating pattern H04...Fluctuating pattern H11...Fluctuating pattern H12...Fluctuating pattern H13...Fluctuating pattern H14...Fluctuating pattern HD...Firing handle JG1...First advance image JG2...Second advance image JG3...Third advance image JG4...Fourth advance image LA...Decorative lamp R1...Display area R2...Display area SE1...First start sensor SE2...Second start sensor SE3...First count sensor SE4...Second count sensor SE5...Specific sensor SE6...Gate sensor SG1...First stock image SG2...Second stock image SG3...Third stock image SG4...Fourth stock image SG5...Fifth stock image SG6...Sixth stock image SP...Speaker YB...Game board YBa...Game area YBb...Display window YBc...Firing passage YBd...Anti-return valve ZA...First jackpot symbol Za...First small jackpot symbol ZB...Second jackpot symbol Zb...Second small jackpot symbol Zc...Third small jackpot symbol 10...Pachinko game machine 11...Frame body 11a...Outer frame 11b...Mounting frame 12...First starting port 13...Second starting port 13a...Normal opening / closing piece 14...First large prize opening 14a...First special opening / closing piece 15...Second large prize opening 15a...Second special opening / closing piece 17...Gate 17a...Gate opening 18...Outlet 19a...First special symbol display device 19b...Second special symbol display device 19c...First reservation display device 19d...Second reservation display device 19e...Normal symbol display device 40...Main board 41...Main CPU 42...Main ROM 43...Main RAM 44...Random number generation circuit 50...Sub-board 51...Sub-CPU 52...Sub-ROM 53...Sub-RAM
Claims
[Claim 1] A gaming machine in which a normal variable game among the variable games can be executed when a gaming ball enters a first ball entrance, and a special variable game among the variable games can be executed when a gaming ball enters a second ball entrance, A state control unit capable of controlling to a specific gaming state; a performance execution unit that executes the performance, The specific gaming state ends when a transition condition is met, The transition condition may be established when the first normal variable game is executed, or when the second special variable game is executed. The effects include predetermined effects and specific effects that can be executed in a variable game in which the transition condition is met, In the variable game, one or more types of predetermined effects can be executed, The specific effect is an effect that can be executed in a variable game in which the transition condition is met, The effect contents of the predetermined effect are different between the normal variation game when the transition condition is not established as a result of the execution of the normal variation game and the special variation game when the transition condition is not established as a result of the execution of the special variation game, The content of the specific effect is different when the transition condition is established as a result of the execution of the normal variable game and when the transition condition is established as a result of the execution of the special variable game. When the transition condition is established as a result of the execution of the normal variation game and when the transition condition is established as a result of the execution of the special variation game, the selection rate of the predetermined effect in the first normal variation game or the first special variation game after the specific gaming state has ended is the same; Depending on the result of the normal variable game, a specific state is created in which it becomes easier for the game ball to enter the second ball entrance, or a specific state in which the game ball can enter the second ball entrance, In the specific gaming state, the gaming machine is more likely to enter the specific state than in a predetermined gaming state.
Citation Information
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