gaming machines
The gaming machine addresses repetitive outcomes by using a start port and variable content determination to suspend and vary game execution conditions, enhancing player engagement through dynamic game content.
Patent Information
- Application Number
- JP2022184156
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-17
- Publication Date
- 2025-09-19
- Estimated Expiration
- 2042-11-17
Smart Images

Figure 0007742149000001 
Figure 0007742149000002 
Figure 0007742149000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A pachinko game machine is known as an example of a conventional gaming machine. In a pachinko game machine, a variable game is executed in response to the establishment of an execution condition, including the entry of a gaming ball into a starting hole. When a gaming ball enters the starting hole during a variable game or a winning game, the execution of the variable game may be suspended. The variable content of the variable game (such as a variable pattern number) is determined according to the number of reserved balls in the variable game, the result of a winning lottery, the status, etc. (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-120203 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, the content of the variable game can be determined based on the same determination conditions when the number of reserved games for the variable game is the same. In this case, the same variable content is determined, which may reduce the player's interest in the variable game. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine in which a winning game is awarded after a winning display result in a variable game is stopped and displayed, and is equipped with a start port, a game suspension means that can suspend the execution of the variable game when a game ball enters the start port during the variable game or the winning game, a game control means that controls the execution of the variable game when an execution condition of the variable game is established, and a variable content determination means that determines the variable content of the variable game, and the game suspension means can suspend the execution of the variable game up to a specified number, and the execution conditions of the variable game include a first execution condition and a second execution condition, and the first execution condition is that the number of reserved games for the variable game is 0, and during the variable game and the winning game, The second execution condition is a condition that can be established when a game ball enters the starting hole in a state where there is no game in the variable game, and the second execution condition is a condition that can be established after the variable game or the winning game has ended in a state where the number of reserved games for the variable game is 1, and the length of the reserved time from when the number of reserved games for the variable game becomes 1 in response to the game ball entering the starting hole until the second execution condition is established varies depending on the timing of the game ball entering the starting hole, and the first determination condition when the variable content determination means determines the variable content in a state where the first execution condition is established, and the second determination condition when the variable content determination means determines the variable content in a state where the second execution condition is established, are the length of the reserved time when the second execution condition is established. is a condition that may be different when the holding time is the first time or when the holding time is a second time longer than the first time, and the second determination condition is a condition that may be different in content of change when the holding time is the first time or when the holding time is the second time when the second execution condition is satisfied. The gist of this is as follows. [Effects of the Invention]
[0006] According to the present invention, it is possible to prevent a decline in interest. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram schematically illustrating an example of a pachinko gaming machine. [Figure 2] FIG. 2 is a diagram illustrating an example of the electrical configuration of a pachinko gaming machine. [Figure 3] 10A and 10B are diagrams illustrating an example of a decision table and a variation pattern. [Figure 4]FIG. 10 is a diagram showing an example of a fluctuation pattern. [Figure 5] FIG. 10 is a diagram illustrating an example of a selection condition in a decision table. [Figure 6] 10(a) to 10(d) are diagrams showing an example of control details regarding a special game. [Figure 7] FIG. 10 is a diagram showing an example of control content related to a special game. [Figure 8] 10A and 10B are diagrams showing an example of control details regarding a special game. [Figure 9] FIG. 10 is a diagram schematically illustrating an example of a pachinko gaming machine according to a second embodiment. [Figure 10] 10(a) to 10(f) are diagrams showing an example of control details regarding the normal game and the special game in the second embodiment. [Figure 11] FIG. 10 is a diagram showing an example of the electrical configuration of a pachinko gaming machine in a second embodiment. [Figure 12] FIG. 10 is a diagram showing an example of a fluctuation pattern in the second embodiment. [Figure 13] 10(a) and 10(b) are diagrams showing an example of control details regarding the normal game and the special game in the second embodiment. [Figure 14] FIG. 11 is a diagram showing an example of a fluctuation pattern in the third embodiment. [Figure 15] FIG. 11 is a diagram showing an example of control content related to a special game in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] [First embodiment] The gaming machine of the first embodiment will be described. 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, a pachinko gaming machine 10, which is an example of a gaming machine, includes a frame 11. The frame 11 is equipped with various components such as a gaming board 20. The pachinko gaming machine 10 includes a launch handle 16. As an example, the launch handle 16 is disposed on the front side of the frame 11. Gaming balls are launched toward a gaming area 21 provided on the gaming board 20 with a strength that corresponds to the amount of rotation of the launch handle 16. The pachinko gaming machine 10 is configured so that the strength of the launch of the gaming balls can be adjusted by operating the launch handle 16.
[0010] The pachinko gaming machine 10 is provided with a decorative lamp 17. As an example, the decorative lamp 17 is disposed on the front side of the frame body 11. The decorative lamp 17 has a built-in light-emitting element (not shown), such as an LED. The decorative lamp 17 can perform light-emitting effects. The light-emitting effects are achieved by making the light-emitting element emit light, blink, and turn off. The pachinko gaming machine 10 is provided with a speaker 18. As an example, the speaker 18 is disposed on the front side of the frame body 11. The speaker 18 can perform sound effects. The sound effects are achieved by outputting sounds such as human or animal voices, sound effects, and music. The pachinko gaming machine 10 is provided with an operation button 19. As an example, the operation button 19 is disposed on the front side of the frame body 11 in a position that can be operated by a player.
[0011] The pachinko gaming machine 10 is equipped with an information display device 22. The information display device 22 is disposed in a position on the gaming board 20 that is visible to the player. The information display device 22 notifies various information indicating the control status of the pachinko gaming machine 10.
[0012] The information display device 22 includes a first special symbol display unit 22a. The first special symbol display unit 22a can display one or more types of first special symbols. The first special symbol display unit 22a can execute a first special symbol change game in which predetermined symbols are variably displayed and the first special symbol is ultimately displayed. In the following explanation, the "first special symbol change game" will be abbreviated to "first special game." The information display device 22 includes a second special symbol display unit 22b. The second special symbol display unit 22b can display one or more types of second special symbols. The second special symbol display unit 22b can execute a second special symbol change game in which predetermined symbols are variably displayed and the second special symbol is ultimately displayed. In the following explanation, the "second special symbol change game" will be abbreviated to "second special game." In the following explanation, the first special game and the second special game will be collectively referred to as "special games." The first special symbol and the second special symbol are symbols for announcing the result of the internal lottery.
[0013] In this specification, "variable display" with respect to a pattern means a state in which the type of pattern displayed changes over time. "Stop display" with respect to a pattern means a state in which the pattern is displayed as if it is stopped without changing. The stop display can include a provisional stop display and a confirmed stop display. The special pattern can include a special winning pattern, which is an example of a winning display result, and a special losing pattern, which is an example of a losing display result. The special winning pattern is what is known as a "jackpot pattern" and a "small winning pattern." In the following explanation, unless otherwise specified, when simply referring to a "winning pattern" or "jackpot pattern," it means a "special winning pattern," and when simply referring to a "losing pattern," it means a "special losing pattern." The special winning pattern is an example of a winning display result.
[0014] The first special game and the second special game are not executed simultaneously. The second special game is executed with priority over the first special game. After a special game ends with the stop display of special symbols, a variable interval time is set as the time until the start of the next special game is permitted. As an example, the variable interval time is 0.5 seconds.
[0015] The information display device 22 has a first special hold display section 22c. The first special hold display section 22c displays the first special hold number. The first special hold number is the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. The information display device 22 has a second special hold display section 22d. The second special hold display section 22d displays the second special hold number. The second special hold number is the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. As an example, the maximum values (prescribed numbers) of the first special hold number and the second special hold number are each 4.
[0016] The information display device 22 includes a normal symbol display unit 22e. The normal symbol display unit 22e is configured to be able to display one or more types of normal symbols. The normal symbol display unit 22e is capable of executing a normal symbol variation game in which predetermined symbols are variably displayed and a normal symbol is ultimately displayed. In the following description, the normal symbol variation game is abbreviated to "normal game." The normal symbols may include normal winning symbols and normal losing symbols.
[0017] The information display device 22 has a normal hold display section 22f. The normal hold display section 22f displays the normal hold number. The normal hold number is the number of normal games whose execution is on hold because the hold condition has been met but the execution condition has not yet been met. As an example, the maximum normal hold number is 4.
[0018] The game board 20 has a game area 21. The game area 21 is formed by dividing the front side into a substantially circular shape with rails. The pachinko game machine 10 has a center frame 26 decorated with various ornaments in the approximate center of the game area 21. The center frame 26 has an opening 26a.
[0019] The pachinko gaming machine 10 is equipped with an effect display device 27. The effect display device 27 has a display area 27r that can display various images. The effect display device 27 is attached to the gaming board 20 so that the player can view the display area 27r through the opening 26a of the center frame 26. The effect display device 27 can execute display effects. The display effects are realized by displaying objects that resemble patterns, characters, numbers, symbols, letters (character strings), etc. as images.
[0020] The display effects include a variation effect game. In the following explanation, the variation effect game will be abbreviated to "the variation effect game." The variation effect game is realized by varying and displaying multiple rows of variation effect patterns, and finally displaying a combination of variation effect patterns in a static state. Hereinafter, the combination of variation effect patterns will be simply referred to as a "pattern combination." The variation effect patterns are symbols decorated with characters, numbers, patterns, and the like. As an example, the variation effect game is performed by varying and displaying the first, second, and third row of patterns so that they scroll in a predetermined direction. The first special game, second special game, and variation effect game are examples of variation games.
[0021] The effect game starts and ends together with the special game. The symbol combinations stopped and displayed in the effect game correspond to the special symbols stopped and displayed in the special game. For example, when a winning symbol is stopped and displayed in the special game, a winning symbol combination is stopped and displayed in the effect game. When a losing symbol is stopped and displayed in the special game, a losing symbol combination is stopped and displayed in the effect game.
[0022] The effect game may include a reach effect. A reach is a state in which the same effect symbol is temporarily displayed in a specific symbol column (for example, the first and third symbol columns) among a plurality of symbol columns, and an effect symbol in a symbol column (for example, the second symbol column) different from the specific symbol column is continuously displayed in a variable manner. As an example, there may be a plurality of reach effects with different characters appearing, action of the effect symbols, and effect duration.
[0023] A first start opening 28 is formed on the gaming board 20 so as to open into the gaming area 21. The first start opening 28 is located below the center frame 26 in the gaming area 21. Gaming balls can always enter the first start opening 28. The pachinko gaming machine 10 is equipped with a first start sensor SE1. The first start sensor SE1 detects gaming balls that have entered the first start opening 28. The hold conditions for the first special game and the award conditions for prize balls can be met when the first start sensor SE1 detects a gaming ball.
[0024] A second start hole 29 is formed in the gaming board 20 so as to open into the gaming area 21. The second start hole 29 is located below the center frame 26 in the gaming area 21. The pachinko gaming machine 10 is equipped with a second start sensor SE2. The second start sensor SE2 detects a gaming ball that has entered the second start hole 29. The reservation conditions for the second special game and the awarding conditions for prize balls can be met when the second start sensor SE2 detects a gaming ball.
[0025] The game board 20 is equipped with a normal variable member 30. The normal variable member 30 is configured to be operable between an open state (permissive state) and a closed state (restrictive state). The open state is a state in which a game ball can be inserted into the second starting hole 29 or it is easy to insert the ball. The closed state is a state in which a game ball cannot be inserted into the second starting hole 29 or it is difficult to insert the ball. The pachinko game machine 10 is equipped with a normal actuator A1 that operates the normal variable member 30 (shown in Figure 2). The normal variable member 30 is operated to the open state during normal winning games.
[0026] A large prize opening 31 is formed on the gaming board 20 so as to open into the gaming area 21. The large prize opening 31 is located to the lower right of the center frame 26 in the gaming area 21. The pachinko gaming machine 10 is equipped with a special prize sensor SE3. The special prize sensor SE3 detects a gaming ball that has entered the large prize opening 31. The condition for awarding a prize ball can be met when the special prize sensor SE3 detects a gaming ball.
[0027] The game board 20 is equipped with a special variable member 32. The special variable member 32 is configured to be operable between an open state (permissive state) and a closed state (restrictive state). The open state is a state in which a game ball can enter the big prize opening 31 or is easy to enter. The closed state is a state in which a game ball cannot enter the big prize opening 31 or is difficult to enter. The pachinko game machine 10 is equipped with a special actuator A2 (shown in Figure 2) that operates the special variable member 32. During a winning game, the special variable member 32 is operated to the open state.
[0028] The gaming board 20 is provided with a gate 33. The gate 33 has a ball entry opening formed therein through which gaming balls can pass (enter). The gate 33 is provided with a gate sensor SE4 (shown in FIG. 2). The gate sensor SE4 detects gaming balls that pass through or enter the gate 33. The reserve condition for the normal game can be met when the gate sensor SE4 detects a gaming ball. The gaming board 20 is formed with a general winning opening 34 that opens into the gaming area 21. The general winning opening 34 is located to the right of the center frame 26. The pachinko gaming machine 10 is provided with a general winning sensor SE5 (shown in FIG. 2). The general winning sensor SE5 detects gaming balls that have entered the general winning opening 34. The condition for awarding a prize ball can be met when the general winning sensor SE5 detects a gaming ball. There may be multiple general winning openings 34.
[0029] The first start opening 28, the second start opening 29, the big prize opening 31, and the general prize opening 34 are so-called "prize openings." The game board 20 may have prize openings other than these prize openings formed therein. A "prize" is when a game ball enters a prize opening. The game board 20 may be equipped with nails and windmills. The nails and windmills can change the behavior of the game ball as it flows down the game area 21.
[0030] The gaming state of the pachinko gaming machine 10 will be explained. The pachinko gaming machine 10 is equipped with a probability variation function that varies the jackpot probability to a high probability, a ball entry assist function that assists game balls in entering the second starting hole 29, and a time reduction function that shortens the variation time of the special game. The gaming state of the pachinko gaming machine 10 can be configured by combining the operating states (operation and non-operation) of these functions.
[0031] The probability fluctuation function (hereinafter referred to as the probability fluctuation function) will be explained. The pachinko gaming machine 10 has a plurality of probability states with different jackpot probabilities. The plurality of probability states include a low probability state and a high probability state in which the jackpot probability is higher than the low probability state. When the probability variable function is activated, the probability state transitions from the low probability state to the high probability state, increasing the possibility of winning a jackpot. The high probability state is an advantageous state for the player. The high probability state is what is known as a "probability variable state (probability variable state)."
[0032] The goal-going assistance function will now be explained. The ball entry assist function is a function that supports winning on a normal electric device, and is a so-called "electric support function." The pachinko gaming machine 10 has multiple ball entry rate states, which are states in which the rate at which game balls enter the second starting hole 29 varies. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate is higher than the low ball entry rate state. When the ball entry assist function is activated, the ball entry rate state transitions from the low ball entry rate state to the high ball entry rate state, making it easier to fulfill the conditions for starting the second special game. The high ball entry rate state is an advantageous state for the player.
[0033] For example, a high ball entry rate state can be achieved by executing one control that can be selected arbitrarily from the three auxiliary controls described below, or by executing a combination of multiple controls. The first auxiliary control is a control that shortens the fluctuation time of the normal game compared to when the ball entry rate state is low. The second auxiliary control is a control that changes the normal winning probability in the normal lottery to a higher probability than when the ball entry rate state is low. Note that the normal winning probability in the low ball entry rate state may be 0 or may exceed 0. The low ball entry rate state may be a state in which the normal lottery is not held, and the high ball entry rate state may be a state in which the normal lottery is held.
[0034] The third auxiliary control is control that makes the total opening time of the normal variable member 30 in one normal winning game longer than in a low ball winning rate state. The third auxiliary control can include at least one of control that makes the number of times the normal variable member 30 is opened in one normal winning game longer than in a low ball winning rate state, and control that makes the opening time of one normal variable member 30 in a normal winning game longer than in a low ball winning rate state.
[0035] The variable time reduction function (hereinafter referred to as the time reduction function) will be explained. The pachinko gaming machine 10 has a plurality of fluctuation time states in which the fluctuation time (average fluctuation time) of the special game is different. The plurality of fluctuation time states include a long fluctuation time state and a short fluctuation time state in which the average fluctuation time of at least the second special game is shorter than that of the long fluctuation time state. When the time-saving function is activated, the fluctuation time state transitions from the long fluctuation time state to the short fluctuation time state, and the number of special games that can be actually executed per unit time increases. In other words, the efficiency of consuming reserved special games improves. As an example, the time-saving function is activated in conjunction with the ball-going assist function. In other words, the time-saving function is activated together with the ball-going assist function and is deactivated together with the ball-going assist function.
[0036] As an example, a pachinko gaming machine has three gaming states: a normal state, a first advantageous state, and a second advantageous state. The normal state is a gaming state in which the probability variable function, ball entry assist function, and time-saving function are all inactive. The first advantageous state is a gaming state in which the probability variable function, ball entry assist function, and time-saving function are all inactive. The second advantageous state is a gaming state in which the probability variable function is inactive, but the ball entry assist function and time-saving function are inactive. The pachinko gaming machine 10 is not limited to having three gaming states, and some or all of them may be different gaming states in which the probability variable function, ball entry assist function, and time-saving function are activated differently. The gaming state may be one or two, or may be four or more.
[0037] We will explain about a jackpot, which is an example of a win. The pachinko gaming machine 10 has a plurality of types of jackpot symbols as special jackpot symbols. A type of jackpot is determined for each jackpot symbol. A type of jackpot game is determined for each jackpot symbol (jackpot type). The pachinko gaming machine 10 is configured so that a winning game is awarded after a jackpot symbol is statically displayed in a special game. The pachinko gaming machine 10 is configured so that a winning game is awarded after a jackpot symbol combination is statically displayed in a performance game.
[0038] In a jackpot game, first, an opening effect is performed for a predetermined opening time to notify the start of the jackpot game. In a jackpot game, after the opening time has elapsed, multiple rounds of play are played in which the jackpot opening 31 is opened. Rounds of play are played up to a maximum number of times. One round of play ends when either a first ending condition, in which the maximum number of game balls (for example, 9) enters the jackpot opening 31, or a second ending condition, in which the maximum time has elapsed, is met. In a round of play, the jackpot opening 31 is opened in a predetermined opening mode. In a round of play, a round effect is performed. In a jackpot game, when the final round of play ends, an ending effect is performed for a predetermined ending time to notify the end of the jackpot game. The jackpot game ends when the ending time has elapsed.
[0039] A specific example of a jackpot will be explained. Of the 100 types of jackpot symbols that can be stopped and displayed after the first special game, 65 types of jackpot symbols can be classified as symbol ZA, and 35 types of jackpot symbols can be classified as symbol ZB. Of the 100 types of jackpot symbols that can be stopped and displayed in the second special game, 65 types of jackpot symbols can be classified as symbol Za, and 35 types of jackpot symbols can be classified as symbol Zb. Jackpots based on symbols ZA, ZB, Za, and Zb are referred to as jackpots ZA, ZB, Za, and Zb, respectively. Jackpot games based on symbols ZA, ZB, Za, and Zb are referred to as jackpot games ZA, ZB, Za, and Zb, respectively.
[0040] For jackpot games ZA and Za, the maximum number of rounds is set to 10. For jackpot games ZB and Zb, the maximum number of rounds is set to 4. For each jackpot game ZA, ZB, Za, and Zb, the maximum time for round play is set to 25 seconds. For each of the multiple rounds, an interval time between rounds (2 seconds, for example) is set after the round play ends. When the interval time between rounds has elapsed, the next round play or the ending time begins. For jackpot games ZA, ZB, Za, and Zb, the same opening time (8 seconds, for example) and the same ending time (10 seconds, for example) are set.
[0041] The symbols ZA and Za define a first advantageous state as the gaming state after a jackpot game. After the jackpot game ZA or Za ends, the first advantageous state is granted until the next jackpot game is awarded. The symbols ZB and Zb define a second advantageous state as the gaming state after a jackpot game. The second advantageous state is granted after the jackpot game ZB or Zb ends, until a predetermined maximum number of special games (100, for example) are played, or until a jackpot game is awarded before the maximum number of special games is played.
[0042] The probability of a jackpot is 345 / 65536 in a low probability state and 734 / 65536 in a high probability state. The probability of a normal hit is 1 / 65536 in a low ball entry rate state and 65534 / 65535 in a high ball entry rate state. The total opening time of the normal variable member 30 in one normal hit game is 396 ms in a low ball entry rate state and 5680 ms in a high ball entry rate state. The number of winning balls is 4 when detected by the first start sensor SE1, 1 when detected by the second start sensor SE2, 15 when detected by the special winning sensor SE3, and 5 when detected by the normal winning sensor SE5.
[0043] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 2, the pachinko gaming machine 10 has a main board 40 on the back (rear) of the gaming board 20. The main board 40 performs various processes and outputs control signals (control commands) according to the processing results. The pachinko gaming machine 10 has an auxiliary board 41 on the back (rear) of the gaming board 20. The auxiliary board 41 and the main board 40 are connected. The boards 40, 41 are connected so that a control signal can be output in one direction from the main board 40 to the auxiliary board 41. The auxiliary board 41 executes predetermined processing based on the control signal input from the main board 40. As an example, the auxiliary board 41 executes processing to execute light-emitting effects by the decorative lamps 17, audio effects by the speaker 18, and display effects by the effect display device 27.
[0044] The main board 40 will now be described. The main board 40 includes a CPU 40a, a ROM 40b, and a RAM 40c. The CPU 40a executes a main control program to perform various processes. The main board 40 is configured to be able to generate random numbers. The random numbers may be hardware random numbers generated by a random number circuit, or software random numbers generated by the CPU 40a.
[0045] ROM 40b stores a main control program, a table used in a predetermined lottery, a judgment value, etc. ROM 40b stores a plurality of types of fluctuation patterns. A fluctuation pattern is information that can specify a fluctuation time from when a special game starts until when the special game ends. A fluctuation pattern is information that can specify the presentation content (presentation mode) of a presentation game that is played from when the special game starts until when the special game ends. Not limited to this, a fluctuation pattern does not have to be information that can specify the presentation content of a presentation game as long as it is information that can specify a fluctuation time. A fluctuation pattern, information that specifies a fluctuation pattern, and a fluctuation time and presentation content (presentation mode) specified by a fluctuation pattern are examples of fluctuation information.
[0046] The variation patterns are classified into a jackpot variation pattern and a miss variation pattern. In the jackpot variation pattern, the presentation content of the presentation game is determined to be that a jackpot symbol combination is stopped and displayed after a reach presentation and finally a miss symbol combination is stopped and displayed. In the miss variation pattern without a reach presentation, the presentation content of the presentation game is determined to be that a miss symbol combination is stopped and displayed finally without a reach presentation and finally a miss symbol combination is stopped and displayed.
[0047] The RAM 40c stores various information that is rewritten during operation of the pachinko gaming machine 10. The information stored in the RAM 40c includes flags, counters, timers, etc. As an example, the information stored in the RAM 40c may include a main mode flag. The main mode flag is information for controlling the manner in which a variation pattern is determined.
[0048] The RAM 40c is configured to be able to retain the stored contents even after a power outage (power failure). As an example, the RAM 40c retains various information even after a power outage using power supplied from a backup power source (not shown). However, the RAM 40c may be a non-volatile memory so that the stored contents can be retained even after a power outage. The information to be backed up may include various information related to games. In this way, the pachinko gaming machine 10 is equipped with a backup function.
[0049] The main board 40 is equipped with an RWM clear switch (not shown). The RWM clear switch is configured to be operable to instruct initialization of various backed-up information. As an example, when power is turned on with the RWM clear switch in the on state, the various backed-up information is initialized. In other words, game control is performed based on the initialized various information. On the other hand, when power is turned on with the RWM clear switch in the off state, game control is performed based on the various backed-up information.
[0050] The CPU 40a and sensors SE1 to SE5 are connected. The CPU 40a is configured to be able to input detection signals output by sensors SE1 to SE5 when they detect a gaming ball. The CPU 40a and actuators A1 and A2 are connected. The CPU 40a is configured to be able to control the operation of actuators A1 and A2. The CPU 40a and information display device 22 are connected. The CPU 40a is configured to be able to control the display content of the information display device 22.
[0051] The sub-board 41 will now be described. The sub-board 41 includes a CPU 41a, a ROM 41b, and a RAM 41c. The CPU 41a executes a sub-control program to perform various processes. The sub-board 41 is configured to be able to generate random numbers. The random numbers may be hardware random numbers generated by a random number circuit, or software random numbers generated by the CPU 41a.
[0052] The ROM 41b stores a sub-control program, a table used in the lottery, a judgment value, etc. The ROM 41b stores display effect data related to the display effect by the effect display device 27. The ROM 41b stores light emitting effect data related to the light emitting effect by the decorative lamp 17. The ROM 41b stores audio effect data related to the audio effect by the speaker 18. The RAM 41c stores various information that is rewritten as appropriate during operation of the pachinko gaming machine 10. For example, the information stored in the RAM 41c includes flags, counters, timers, etc.
[0053] The CPU 41a and the performance display device 27 are connected. The CPU 41a is configured to be able to control the display mode of the performance display device 27. The CPU 41a and the decorative lamp 17 are connected. The CPU 41a is configured to be able to control the light emitting mode of the decorative lamp 17. The CPU 41a and the speaker 18 are connected. The CPU 41a is configured to be able to control the output mode of the speaker 18. The CPU 41a and the operation button 19 are connected. The CPU 41a is configured to be able to input an operation signal to be output when the operation button 19 is operated.
[0054] A specific example of the fluctuation pattern will be described. As shown in Fig. 3, fluctuation patterns HP21 to HP28 are jackpot fluctuation patterns. Fluctuation patterns HP11 to HP18 are miss fluctuation patterns with reach. Fluctuation patterns HP01 to HP05 are miss fluctuation patterns without reach.
[0055] The variation patterns HP11 and HP21 are the presentation contents in which a reach is formed in the presentation game and the reach presentation R1 is executed. Similarly, the variation patterns HP12 and HP22 are the presentation contents in which the reach presentation R2 is executed. The variation patterns HP13 and HP23 are the presentation contents in which the reach presentation R3 is executed. The variation patterns HP14 and HP24 are the presentation contents in which the reach presentation R4 is executed. The variation patterns HP15 and HP25 are the presentation contents in which the reach presentation R5 is executed. The variation patterns HP16 and HP26 are the presentation contents in which the reach presentation R6 is executed. The variation patterns HP17 and HP27 are the presentation contents in which the reach presentation R7 is executed. The variation patterns HP18 and HP28 are the presentation contents in which the reach presentation R8 is executed.
[0056] Reach effects can be recognized as different effects because at least some of the components of the effect are different. The components of a reach effect are various images displayed on the effect display device 27, such as the type, display position, and size of the appearing character, as well as the background, characters (character strings), type of effect pattern, and the manner in which the effect pattern changes. The components of a reach effect may also be various sounds output from the speaker 18, such as background music, voices reading the lines of the appearing characters, and sound effects. The components of a reach effect may also be the light emission pattern of the decorative lamp 17.
[0057] As an example, the reach effects R3, R6, and R8 employ introductory reach effects that introduce effects to be executed in the pachinko gaming machine 10. For example, immediately after starting a game, the introduction reach effects are executed as the reach effects R3, R6, and R8, thereby making the player interested in the effects to be executed and increasing the interest in the game.
[0058] Fluctuation patterns HP04, HP15, HP16, HP25, and HP26 can be selected in main mode [A]. Fluctuation patterns HP05, HP17, HP18, HP27, and HP28 can be selected in main mode [B]. Fluctuation patterns HP01 to HP03, HP11 to HP14, and HP21 to HP24 can be selected in main mode [Normal].
[0059] As shown in Figure 4, the fluctuation time of the jackpot fluctuation pattern and the fluctuation time of the reach-to-win loss fluctuation pattern are longer than the fluctuation time of the reach-to-win loss fluctuation pattern. As an example, in the fluctuation pattern HP01, when the special game starts at time T11, the special game ends at time T12. During the execution of the special game based on the fluctuation pattern HP01, the effect game is executed with normal fluctuation that does not include the reach-to-win effect.
[0060] In variation pattern HP13, when a special game starts at time T11, the special game ends at time T14. During the execution of a special game based on variation pattern HP13, after an effect game is executed with normal variation, a reach effect R3 starts at time T13. In variation pattern HP23, when a special game starts at time T11, the special game ends at time T15. During the execution of a special game based on variation pattern HP23, after an effect game is executed with normal variation, a reach effect R3 starts at time T13.
[0061] In this way, the fluctuation times of the fluctuation patterns HP13 and HP23 are longer than the fluctuation time of the fluctuation pattern HP01. The fluctuation time of the fluctuation pattern HP23 is longer than the fluctuation time of the fluctuation pattern HP13.
[0062] The fluctuation times of fluctuation patterns HP04, HP16, and HP26 are the same as those of fluctuation patterns HP01, HP13, and HP23, respectively. The presentation contents of fluctuation patterns HP04, HP16, and HP26 differ from those of fluctuation patterns HP01, HP13, and HP23, respectively, but are the same in all respects except for the presentation mode. The presentation mode is an example of a display presentation, and is one of the presentations executed in accordance with the main mode.
[0063] The fluctuation times of fluctuation patterns HP05, HP18, and HP28 are the same as fluctuation patterns HP01, HP13, and HP23, respectively. The presentation contents of fluctuation patterns HP05, HP18, and HP28 are different from fluctuation patterns HP01, HP13, and HP23, respectively, but are the same in all aspects except for the presentation mode.
[0064] Fluctuation pattern HP02 is a fluctuation pattern that shortens the fluctuation time of fluctuation pattern HP01. Fluctuation pattern HP03 is a fluctuation pattern that further shortens the fluctuation time of fluctuation pattern HP02. In a state with a low ball scoring rate, fluctuation pattern HP01 is likely to be determined, and in a state with a high ball scoring rate, fluctuation pattern HP03 is likely to be determined. In a state with a high ball scoring rate, a fluctuation pattern with a shortened fluctuation time is more likely to be determined than in a state with a low ball scoring rate.
[0065] As shown in Figure 3, ROM 40b stores decision tables TA1 to TA14 that are referenced to determine a variation pattern. The decision tables TA1 to TA14 store judgment values for determining a variation pattern for each type of variation pattern. In Figure 3, for ease of explanation, selectable variation patterns are indicated by "○", variation patterns that are selectable but have a lower probability of being selected than "○" are indicated by "△", and unselectable variation patterns are indicated by "blank". The decision table TA9 includes decision tables TA9a and TA9b.
[0066] As an example, when the decision table TA1 is referenced, one fluctuation pattern is determined from the fluctuation patterns HP01, HP11, HP12, HP21, and HP22. When the decision table TA2 is referenced, one fluctuation pattern is determined from the fluctuation patterns HP13 and HP23. When the decision table TA3 is referenced, one fluctuation pattern is determined from the fluctuation patterns HP01, HP02, HP11, HP12, HP21, and HP22. When the decision table TA4 is referenced, one fluctuation pattern is determined from the fluctuation patterns HP03, HP11, HP12, HP21, and HP22.
[0067] When the decision tables TA9a and TA9b are referenced, one fluctuation pattern is determined from the fluctuation patterns HP05, HP17, and HP27. The determination probability (occurrence frequency) of the fluctuation pattern HP17 is higher when the decision table TA9a is referenced than when the decision table TA9b is referenced. The determination probability (occurrence frequency) of the fluctuation pattern HP05 is lower when the decision table TA9a is referenced than when the decision table TA9b is referenced.
[0068] As shown in FIG. 5, decision tables TA1 to TA4 are referenced when the ball is in a low ball scoring rate state and the main mode is [normal]. Decision tables TA5 to TA8 are referenced when the ball is in a low ball scoring rate state and the main mode is [A]. Decision tables TA9 to TA12 are referenced when the ball is in a low ball scoring rate state and the main mode is [B]. Decision tables TA13 and TA14 are referenced when the ball is in a high ball scoring rate state. Note that the main mode is not distinguished when the ball is in a high ball scoring rate state.
[0069] The determination tables TA1, TA5, TA9a, and TA9b are referenced when the total special reserved number after subtraction is 0 and invalid information is set in the reference condition flag. On the other hand, the determination tables TA2, TA6, and TA10 are referenced when the total special reserved number after subtraction is 0 and valid information is set in the reference condition flag. The total special reserved number is the sum of the first special reserved number and the second special reserved number. The reference condition flag is stored in RAM 40c and is an example of information that can identify the type of execution condition for the special game.
[0070] The decision tables TA9a and TA9b can be referenced in situations where, after the end of a special game in which the total special reserved number after subtraction is 1, the total special reserved number after subtraction becomes 0 and a new special game begins. The decision table TA9a is referenced in the first continuation situation in which the variable time of the special game in which the total special reserved number after subtraction is 1 is less than the specified time. As an example, the specified time is 3 seconds. The decision table TA9b is referenced in the second continuation situation in which the variable time of the special game in which the total special reserved number after subtraction is 1 is 3 seconds or more.
[0071] Situations in which decision tables TA9a and TA9b can be referenced include an additional situation in which, during a special game in which the total special reserved number after subtraction is 0, a game ball enters the first starting hole 28, the total special reserved number becomes 1, and the total special reserved number after subtraction becomes 0, and a new special game begins.Decision table TA9a is referenced in a first additional situation in which the remaining variable time at the time the total special reserved number becomes 1 is less than the specified time.Decision table TA9b is referenced in a second additional situation in which the remaining variable time at the time the total special reserved number becomes 1 is greater than the specified time.
[0072] The execution conditions for the special game may include a first execution condition and a second execution condition. The first execution condition is a condition that can be met when a game ball enters the first start hole 28 or the second start hole 29 when the total number of special reserved balls is 0 and when neither a special game nor a winning game is being played. In the following description, the state when the total number of special reserved balls is 0 and when neither a special game nor a winning game is being played is referred to as a "standby state." The first execution condition can be met when the game is not being played in a standby state (excluding the variable interval time) when neither a special game nor a jackpot game is being played. As an example, the first execution condition can be met when a game is first started from a standby state in which no game is being played, or when a game ball does not enter the start hole 28, 29 for a certain period of time while a game is being played. The second execution condition can be met after the special game or a winning game has ended when the total number of special reserved balls is 1. The second execution condition may be established when a special game is continuously started after the special game or the jackpot game ends. The situations in which the second execution condition may be established include the first continuation situation, the second continuation situation, the first additional situation, and the second additional situation.
[0073] The reference condition flag is information that can identify whether the game ball has entered the first start port 28 or the second start port 29 when the total special reserved number is 0 and the special game or winning game is not in progress, or whether the special game or winning game has ended when the total special reserved number is 1. In particular, when the total special reserved number becomes 0 in response to the establishment of the execution conditions for the special game, a different decision table can be referenced based on the reference condition flag.
[0074] The valid information is set to the reference condition flag when the special game or jackpot game ends in a state where the total special reserved number is 0. The invalid information is set to the reference condition flag when a game ball enters the first start port 28 or the second start port 29 and a variation pattern is determined. The invalid information can continue to be set to the reference condition flag in a state where the total special reserved number is 1 or more, even when the special game or jackpot game ends.
[0075] For this reason, when the total special reserved number after subtraction becomes 0 and valid information is set in the reference condition flag, it can be determined that a game ball has entered the first start port 28 or the second start port 29 when the total special reserved number is 0 and not during a special game or a winning game. On the other hand, when the total special reserved number after subtraction becomes 0 and invalid information is set in the reference condition flag, it can be determined that the total special reserved number is 1 and after the special game or winning game has ended.
[0076] The decision tables TA1, TA5, TA9a, and TA9b are referenced when the total special reserved number is 1 and the special game or jackpot game has ended, and the total special reserved number after subtraction becomes 0 (reference condition flag = invalid information). On the other hand, the decision tables TA2, TA6, and TA10 are referenced when the total special reserved number is 0 and a game ball enters the first start port 28 or the second start port 29, and the total special reserved number after subtraction becomes 0 (reference condition flag = valid information).
[0077] Decision tables TA3, TA7, and TA11 are referenced when the total special reserve number after subtraction is 1 or 2 in a low ball scoring state. Decision tables TA4, TA8, and TA12 are referenced when the total special reserve number after subtraction is 3 or more in a low ball scoring state. Decision table TA13 is referenced when the second special reserve number after subtraction is 0 in a high ball scoring state, regardless of the first special reserve number. Decision table TA14 is referenced when the second special reserve number after subtraction is 1 or more in a high ball scoring state, regardless of the first special reserve number.
[0078] Therefore, the fluctuation patterns HP01, HP02, HP11-HP13, and HP21-HP23 can be selected in a low ball scoring state and in main mode [normal]. The fluctuation patterns HP04, HP15, HP16, HP25, and HP26 can be selected in a low ball scoring state and in main mode [A]. The fluctuation patterns HP05, HP17, HP18, HP27, and HP28 can be selected in a low ball scoring state and in main mode [B]. The fluctuation patterns HP01, HP03, HP14, and HP24 can be selected in a high ball scoring state. Note that the fluctuation pattern HP01 can be selected in both a low ball scoring state and a high ball scoring state.
[0079] When decision table TA2 is referenced, fluctuation patterns HP13 and HP23 can be determined, but when a table other than decision table TA2 is referenced, fluctuation patterns HP13 and HP23 are not determined. When decision table TA2 is referenced, fluctuation patterns HP13 and HP23 can be determined, but fluctuation patterns HP01 to HP05 are not determined. When decision table TA6 is referenced, fluctuation patterns HP16 and HP26 can be determined, but when a table other than decision table TA6 is referenced, fluctuation patterns HP16 and HP26 are not determined. When decision table TA6 is referenced, fluctuation patterns HP16 and HP26 can be determined, but fluctuation patterns HP01 to HP05 are not determined.
[0080] When the decision table TA10 is referenced, the fluctuation patterns HP18 and HP28 can be determined, whereas when a table other than the decision table TA10 is referenced, the fluctuation patterns HP18 and HP28 are not determined. When the decision table TA10 is referenced, the fluctuation patterns HP18 and HP28 can be determined, whereas the fluctuation patterns HP01 to HP05 are not determined. In other words, when any of the decision tables TA2, TA6, and TA10 is referenced, a miss fluctuation pattern without a reach is not determined, and a jackpot fluctuation pattern or a miss fluctuation pattern with a reach is determined. Therefore, when any of the decision tables TA2, TA6, and TA10 is referenced, a reach can always be formed.
[0081] The average fluctuation time of the determined fluctuation pattern differs depending on the type of decision tables TA1 to TA14 referenced when determining the fluctuation pattern. In particular, when decision table TA2 is referenced in main mode [normal], a no-reach miss fluctuation pattern is not determined, so the average fluctuation time of the fluctuation pattern is longer than when decision tables TA1, TA3, and TA4 are referenced. Similarly, when main mode [A] is used, the average fluctuation time of the fluctuation pattern is longer when decision table TA6 is referenced than when decision tables TA5, TA7, and TA8 are referenced. When main mode [B] is used, the average fluctuation time of the fluctuation pattern is longer when decision table TA10 is referenced than when decision tables TA9a, TA9b, TA11, and TA12 are referenced.
[0082] In other words, even in a situation where the total special reserved number after subtraction is the same 0, the average fluctuation time of the fluctuation pattern is longer when determined based on decision table TA2 than when determined based on decision table TA1. When determined based on decision table TA2, the total special reserved number after subtraction is 1 or more, and the average fluctuation time of the fluctuation pattern is longer than when determined based on decision tables TA3 and TA4. When determined based on decision table TA6, the average fluctuation time of the fluctuation pattern is longer than when determined based on decision table TA5, even in a situation where the total special reserved number after subtraction is the same 0. When determined based on decision table TA6, the average fluctuation time of the fluctuation pattern is longer than when determined based on decision tables TA7 and TA8, and the total special reserved number after subtraction is 1 or more.
[0083] The average fluctuation time of the fluctuation pattern is longer when determined based on decision table TA10 than when determined based on decision tables TA9a and TA9b, even when the total special reserved number after subtraction is the same 0. The average fluctuation time of the fluctuation pattern is longer when determined based on decision table TA10 than when determined based on decision tables TA11 and TA12, when the total special reserved number after subtraction is 1 or more. Furthermore, the probability of determining fluctuation pattern HP17 is higher when decision table TA9a is referenced than when decision table TA9b is referenced. The probability of determining fluctuation pattern HP05 is lower when decision table TA9a is referenced than when decision table TA9b is referenced. Therefore, the average fluctuation time of the fluctuation pattern is longer when decision table TA9a is referenced than when decision table TA9b is referenced.
[0084] The conditions for determining a fluctuation pattern by referring to the determination tables TA2, TA6, and TA10 are an example of a first determination condition. The conditions for determining a fluctuation pattern by referring to the determination tables TA1, TA5, TA9a, and TA9b are an example of a second determination condition. In the pachinko gaming machine 10, the determined fluctuation pattern differs depending on the determination table to be referenced. The fluctuation time and presentation time (presentation mode) specified in the fluctuation pattern constitute the fluctuation content. In other words, in the pachinko gaming machine 10, if the fluctuation pattern that can be determined differs, the fluctuation content may differ as a result. In other words, differences in the determination conditions may lead to differences in the fluctuation time of the special game and presentation game, and the presentation content (presentation game, etc.) associated with the special game.
[0085] Next, various processes performed in the pachinko gaming machine 10 will be described. The special symbol input process performed by the CPU 40a will be described. The special symbol input process is performed as one of the interrupt processes. The CPU 40a that executes the special symbol input process constitutes an example of a game suspension means that can suspend the execution of a variable game when a game ball enters the start hole during a variable game or a winning game.
[0086] In the special symbol input process, the CPU 40a determines whether the gaming ball has entered the first start hole 28 based on whether a detection signal has been input from the first start sensor SE1. When the gaming ball has entered the first start hole 28, the CPU 40a determines whether the first special reserve number is less than the maximum value. The first special reserve number and the second special reserve number are stored in RAM 40c. When the first special reserve number is less than the maximum value, the CPU 40a updates the first special reserve number by adding 1. The CPU 40a controls the information display device 22 to display the updated first special reserve number. The CPU 40a sets a control command (hereinafter referred to as the first reserve number command) capable of identifying the updated first special reserve number in the output buffer. The control command set in the output buffer is output to the sub-board 41 in the next or subsequent interrupt process.
[0087] Next, the CPU 40a acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the RAM 40c. For example, the random numbers may be random numbers used in the special winning lottery, random numbers used to determine the jackpot symbol, and random numbers used to determine the variation pattern. The CPU 40a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. By storing the random number information in the RAM 40c, the pachinko gaming machine 10 can suspend the execution of the special game until the execution conditions are met. The random number information may be the acquired random numbers themselves, or information obtained by processing the random numbers using a predetermined method.
[0088] If the gaming ball has not entered the first start hole 28, if the first special reserved number is not less than the maximum value, or if random number information for the first special game is stored in the RAM 40c, the CPU 40a determines whether the gaming ball has entered the second start hole 29 based on whether a detection signal has been input from the second start sensor SE2. If the gaming ball has not entered the second start hole 29, the CPU 40a ends the special symbol input process.
[0089] When the game ball enters the second starting hole 29, the CPU 40a determines whether the second special reserve number is less than the maximum value. If the second special reserve number is not less than the maximum value, the CPU 40a ends the special pattern input process. If the second special reserve number is less than the maximum value, the CPU 40a updates the second special reserve number by adding 1. The CPU 40a controls the information display device 22 to display the updated second special reserve number. The CPU 40a sets a control command (hereinafter referred to as the second reserve number command) capable of identifying the updated second special reserve number in the output buffer.
[0090] Next, the CPU 40a acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the RAM 40c. The CPU 40a stores the random number information so that it is possible to identify that the random number information is for the second special game and the storage order of the random number information. By storing the random number information in the RAM 40c, the pachinko gaming machine 10 can suspend the execution of the second special game until the execution conditions for the second special game are met. Thereafter, the CPU 40a ends the special symbol input process.
[0091] The special symbol start process performed by the CPU 40a will be described below. The special symbol start process is performed as one of the interrupt processes. In the special symbol start process, the CPU 40a determines whether or not a special game or a winning game is in progress. If a special game or a winning game is in progress, the CPU 40a ends the special symbol start process. The CPU 40a determines that a special game is in progress even during the variable interval time.
[0092] On the other hand, when the special game or winning game is not being played, the CPU 40a determines whether the second special reserve number is 1 or more. If the second special reserve number is 1 or more, the execution condition for the second special game is met, and therefore the CPU 40a performs second game processing to start the second special game. On the other hand, when the second special reserve number is not 1 or more, the CPU 40a determines whether the first special reserve number is 1 or more. If the first special reserve number is 1 or more, the execution condition for the first special game is met, and therefore the CPU 40a performs first game processing to start the first special game. In other words, the CPU 40a executes the second special game with priority over the first special game.
[0093] On the other hand, if the first special reserve number is not 1 or more, the CPU 40a refers to the reference condition flag and determines whether valid information is set. If valid information is set, the CPU 40a ends the special symbol start process. On the other hand, if invalid information is set, the CPU 40a sets valid information to the reference condition flag. Thereafter, the CPU 40a ends the special symbol start process. In this way, when the winning game or special game ends in a state where the first special reserve number is not 1 or more and the second special reserve number is not 1 or more (a state where the total special reserve number is 0), the CPU 40a sets valid information to the reference condition flag. On the other hand, when the winning game or special game ends in a state where the first special reserve number is 1 or more or a state where the second special reserve number is 1 or more (a state where the total special reserve number is not 0), the CPU 40a does not set valid information to the reference condition flag.
[0094] The first game process will be described. When starting the first special game, the CPU 40a updates the first special reserved number by subtracting 1. The CPU 40a controls the information display device 22 to display the updated first special reserved number. Next, the CPU 40a executes main mode processing for controlling the main mode. Next, the CPU 40a reads out the random number information for the first special game that was stored first from the RAM 40c. After reading out the random number information that was stored first, the CPU 40a erases the random number information from the RAM 40c.
[0095] Next, the CPU 40a performs a jackpot determination based on the read random number information and the jackpot determination value stored in the ROM 40b to determine whether or not a jackpot has been won. As an example, the jackpot determination is determined based on whether or not the value of the random number identified from the random number information matches the jackpot determination value corresponding to the current probability state. Alternatively, the jackpot determination may be determined based on whether or not the value obtained by adding the value of the random number identified from the random number information and the jackpot determination value exceeds a predetermined value. The jackpot determination is a so-called "jackpot lottery," which is an example of a special jackpot lottery. The results of the jackpot determination (jackpot lottery) may include a jackpot result in which a jackpot is won and a miss result in which a jackpot is not won.
[0096] When a jackpot is won, the CPU 40a executes a first winning symbol process to determine the jackpot symbol to be stopped and displayed in the first special game. As an example, the CPU 40a may determine the jackpot symbol to be stopped and displayed in the first special game by lottery using the read random number information. Next, the CPU 40a executes a first winning variation process to determine the variation pattern of the first special game. As an example, the CPU 40a may determine the variation pattern of the first special game by lottery using the read random number information. After that, the CPU 40a ends the first game process.
[0097] On the other hand, in the case of a miss that does not result in a jackpot, the CPU 40a executes a first miss symbol process to determine a miss symbol to be stopped and displayed in the first special game. As an example, the CPU 40a may determine a miss symbol to be stopped and displayed in the first special game by lottery using the read random number information. Next, the CPU 40a executes a first miss variation process to determine a variation pattern for the first special game. As an example, the CPU 40a may determine a variation pattern for the first special game by lottery using the read random number information. After that, the CPU 40a ends the first game process.
[0098] The second game process will now be described. The second game processing is the same as the first game processing described above. In the second game processing, the CPU 40a subtracts the second special reserved number and performs a jackpot determination (special jackpot lottery). If a jackpot is won, the CPU 40a executes a second winning symbol processing to determine the jackpot symbol to be stopped and displayed in the second special game. The CPU 40a executes a second winning variation processing to determine the variation pattern of the second special game. Thereafter, the CPU 40a terminates the special symbol start processing. On the other hand, if a jackpot is not won, the CPU 40a executes a second losing symbol processing to determine the losing symbol to be stopped and displayed in the second special game. The CPU 40a executes a second losing variation processing to determine the variation pattern of the second special game. Thereafter, the CPU 40a terminates the second game processing.
[0099] Then, when the special symbol start process is completed, the CPU 40a executes a special game by a process separate from the special symbol start process. The CPU 40a sets a control command (hereinafter referred to as a symbol command) capable of specifying the winning symbol or losing symbol determined in the special symbol start process in the output buffer. The CPU 40a sets a control command (hereinafter referred to as a start command) capable of specifying the variation pattern determined in the special symbol start process and instructing the start of a presentation game in the output buffer.
[0100] The CPU 40a controls the information display device 22 to start a special game. The CPU 40a measures the fluctuation time set in the already determined fluctuation pattern. When the fluctuation time set in the fluctuation pattern has elapsed, the CPU 40a controls the information display device 22 to stop displaying the special symbol determined in the special symbol start process. When the fluctuation time set in the fluctuation pattern has elapsed, the CPU 40a instructs to stop the fluctuation of the effect symbols, and sets information (hereinafter referred to as an end command) for stopping the display of the symbol combination based on the effect symbols in the output buffer.
[0101] When starting a special game in which the total special reserved number after subtraction is 1, the CPU 40a determines which continuation status corresponds based on the fluctuation time set in the determined fluctuation pattern. As an example, the CPU 40a may determine which continuation status corresponds based on whether the fluctuation time is equal to or longer than a specified time. The CPU 40a sets information indicating the type of the determined continuation status in a status flag. The status flag is stored in the RAM 40c.
[0102] When the total special reserved number becomes 1 in response to a game ball entering the starting hole 28, 29 during execution of a special game in which the total special reserved number after subtraction is 0, the CPU 40a determines which additional situation applies based on the remaining variable time of the special game being executed. As an example, the CPU 40a may determine which additional situation applies depending on whether the remaining variable time at the time when the total special reserved number becomes 1 is equal to or greater than a specified time. The CPU 40a sets information indicating the type of the identified additional situation in a situation flag.
[0103] The CPU 40a that executes each game process in the special symbol start process constitutes an example of a game control means that controls the execution of a variable game when the execution condition of the variable game is met. The CPU 40a that functions as a game suspension means can suspend the execution of the variable game up to a specified number. The CPU 40a that executes each variable process in the special symbol start process constitutes an example of a variable content determination means that determines the variable content of the variable game.
[0104] The main mode process will now be described. The CPU 40a identifies the current ball entry rate state by referring to the information set in the activation flag. The activation flag is stored in RAM 40c. If the ball entry rate state is high, the CPU 40a terminates the main mode processing. On the other hand, if the ball entry rate state is low, the CPU 40a identifies the main mode in which the player is currently playing based on the information set in the main mode flag. The CPU 40a can identify the current main mode based on the information set in the main mode flag. The main mode flag is stored in RAM 40c. If the main mode is [normal] and the total special reserved number after subtraction is 0, the CPU 40a does not update the main mode flag and continues the main mode [normal].
[0105] When the CPU 40a is in main mode [normal] and the total special reserved number after subtraction is 3 or more, the CPU 40a executes a first mode transition lottery using a predetermined random number to determine whether to transition to main mode [A]. If it is determined to transition to main mode [A], the CPU 40a sets information that can identify main mode [A] in the main mode flag. The CPU 40a stores the first mode count, which is the number of special games that can be played in main mode [A], in RAM 40c. The initial value of the first mode count is the same as the total special reserved number at the time of mode transition. If it is not determined to transition to main mode [A], the CPU 40a does not update the main mode flag and continues in main mode [normal].
[0106] When the CPU 40a is in main mode [normal] and the total special reserved number after subtraction is 1 or 2, the CPU 40a executes a second mode transition lottery using a predetermined random number to determine whether to transition to main mode [B]. If it is determined to transition to main mode [B], the CPU 40a sets information that can identify main mode [B] in the main mode flag. The CPU 40a stores the number of second mode times, which is the number of special games that can be played in main mode [B], in RAM 40c. The initial value of the number of second mode times is the same as the total special reserved number at the time of mode transition. If it is not determined to transition to main mode [B], the CPU 40a does not update the main mode flag and continues in main mode [normal].
[0107] In the main mode [A], the CPU 40a subtracts one from the first mode count each time the main mode process is executed. That is, the first mode count is subtracted by one each time a special game is executed. If the first mode count becomes zero as a result of the subtraction, the CPU 40a sets information that can identify the main mode [normal] in the main mode flag when terminating the special symbol start process. That is, the CPU 40a transitions to the main mode [normal]. On the other hand, if the first mode count does not become zero as a result of the subtraction, the CPU 40a continues the main mode [A] without updating the main mode flag when terminating the special symbol start process. Therefore, the main mode [A] can, in principle, remain in the main mode for four first special games. The main mode [A] can, in principle, remain in the main mode until the first special game that was last suspended at the time of transition to the main mode [A] is executed.
[0108] In the main mode [B], the CPU 40a subtracts one from the second mode count each time the main mode process is executed. That is, the second mode count is subtracted by one each time a special game is executed. If the second mode count becomes zero as a result of the subtraction, the CPU 40a sets information that can identify the main mode [normal] in the main mode flag when terminating the special symbol start process. That is, the CPU 40a transitions to the main mode [normal]. On the other hand, if the second mode count does not become zero as a result of the subtraction, the CPU 40a continues the main mode [B] without updating the main mode flag when terminating the special symbol start process. Therefore, the main mode [B] can, in principle, remain in play for two or three first special games. The main mode [B] can, in principle, remain in play until the first special game that was last suspended at the time of transition to the main mode [B] is executed.
[0109] The big win processing performed by the CPU 40a will be explained. In the jackpot process, the CPU 40a performs various processes to award a jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. That is, the CPU 40a awards a jackpot game by executing the jackpot process.
[0110] When a special game resulting from a jackpot ends, the CPU 40a first sets information (hereinafter referred to as an opening command) capable of identifying the start of an opening time in the output buffer. After the opening time has elapsed, the CPU 40a performs processing to execute a round game. For example, the CPU 40a controls the special actuator A2 to open the special prize opening 31 based on an opening pattern corresponding to the jackpot symbol (type of jackpot), thereby starting the round game. After starting the round game, if a first or second ending condition is met, the CPU 40a controls the special actuator A2 to close the special prize opening 31, thereby ending the round game. The CPU 40a repeats this processing to execute the round game until the specified number of round games have been played. Each time a round game starts, the CPU 40a sets information (hereinafter referred to as a round command) capable of identifying the start of the round game in the output buffer. When the final round game ends, the CPU 40a sets information (hereinafter referred to as an ending command) capable of identifying the start of an ending time in the output buffer. When the ending time has elapsed, the CPU 40a ends the big win game.
[0111] The game status processing performed by the CPU 40a will be described. When a jackpot game based on the symbols ZA and Za is awarded, the CPU 40a sets the probability flag to specify information that will control the game to a high probability state when the jackpot game ends.When a jackpot game based on the symbols ZA and Za is awarded, the CPU 40a sets the activation flag to specify information that will control the game to a high ball entry rate state when the jackpot game ends.The probability flag and activation flag are stored in the RAM 40c.In this case, the CPU 40a controls the game state to a high probability state and a high ball entry rate state until the next jackpot game starts.
[0112] When a jackpot game based on the symbols ZB and Zb is awarded, the CPU 40a sets the probability flag to specify information that can specify that the game will be controlled to a low probability state when the jackpot game is terminated. When a jackpot game based on the symbols ZB and Zb is awarded, the CPU 40a sets the activation flag to specify information that can specify that the game will be controlled to a high ball entry rate state when the jackpot game is terminated. In this case, the CPU 40a awards a high ball entry rate state with a set upper limit number of times, and stores the number of times equivalent to the upper limit number of times (e.g., 100 times) in the RAM 40c as the remaining number of times for the special game that awards the high ball entry rate state. The CPU 40a subtracts 1 from the remaining number of times each time a special game is executed. When the remaining number of times reaches 0, the CPU 40a sets the activation flag to specify information that can specify that the game will be controlled to a low ball entry rate state when the special game with the remaining number of times reaches 0 is terminated. In other words, the CPU 40a ends the high ball entry rate state and transitions to the low ball entry rate state when the special game with the set upper limit number of times is terminated.
[0113] When starting a jackpot game, the CPU 40a sets information that can specify that control will be made to a low probability state to the probability flag. When starting a jackpot game, the CPU 40a sets information that can specify that control will be made to a low ball entry rate state to the operation flag. When controlling to a low ball entry rate state, the CPU 40a sets a low ball entry rate state command to the output buffer. When controlling to a high ball entry rate state, the CPU 40a sets a high ball entry rate state command to the output buffer. When controlling to a low probability state, the CPU 40a sets a low probability state command to the output buffer. When controlling to a high probability state, the CPU 40a sets a high probability state command to the output buffer.
[0114] The normal symbol input process performed by the CPU 40a will be described below. The normal symbol input process is performed as one of the interrupt processes. In the normal symbol input process, the CPU 40a determines whether or not a gaming ball has passed (entered) the gate 33 based on whether or not a detection signal has been input from the gate sensor SE4. If the gaming ball has not passed through the gate 33, the CPU 40a ends the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 33, the CPU 40a determines whether or not the normal reserved number is less than the maximum value (4, as an example). If the normal reserved number is not less than the maximum value, the CPU 40a ends the normal symbol input process.
[0115] If the normal reserved number is less than the maximum value, the CPU 40a updates the normal reserved number by adding 1. When a game ball enters the gate 33 and the normal reserved number has not reached the maximum value, the reservation condition for the normal game is met and the execution of the normal variable game is reserved. The CPU 40a controls the information display device 22 to display the updated normal reserved number.
[0116] Next, the CPU 40a acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the RAM 40c. For example, the random numbers may be random numbers used in the lottery for determining whether a normal symbol will win, or random numbers used to determine the variable time for the normal game. In this case, the CPU 40a stores the random number information so that it is identifiable as random number information for the normal game and the storage order of the random number information. By storing the random number information for the normal game in the RAM 40c, the pachinko gaming machine 10 can suspend the execution of the normal game until the execution conditions for the normal game are met. Thereafter, the CPU 40a ends the normal symbol input process.
[0117] The normal symbol start process performed by the CPU 40a will be described below. The normal symbol start process is performed as one of the interrupt processes. In the normal symbol start process, the CPU 40a determines whether or not a normal game or a normal winning game is being played. If a normal game or a normal winning game is being played, the CPU 40a ends the normal symbol start process.
[0118] On the other hand, when not in a normal game or a normal winning game, the CPU 40a determines whether the normal reserved number is 1 or more. If the normal reserved number is 1 or more, the CPU 40a performs a predetermined process so that the execution condition of the normal game is met and the normal game starts. On the other hand, if the normal reserved number is not 1 or more, the CPU 40a ends the normal symbol start process.
[0119] When starting a normal game, the CPU 40a updates the normal reserved number by subtracting 1. The CPU 40a controls the information display device 22 to display the updated normal reserved number. Next, the CPU 40a reads out the random number information for the normal game that was stored first from the RAM 40c. After reading out the random number information that was stored first, the CPU 40a erases the random number information from the RAM 40c.
[0120] Next, the CPU 40a performs a normal hit determination based on the read random number information and the normal hit determination value stored in the ROM 40b to determine whether or not the player has won a normal hit. The normal hit determination is a so-called "normal hit lottery." The results of the normal hit determination (normal hit lottery) may include a normal hit result in which the player wins a normal hit and a loss result in which the player does not win a normal hit. As an example, the normal hit determination is performed based on whether or not the value of the random number identified from the random number information matches the normal hit determination value corresponding to the current winning rate state. As an example, when the second auxiliary control is employed, the CPU 40a may set the normal hit probability as a first probability in a low winning rate state and a second probability higher than the first probability in a high winning rate state.
[0121] In the case of a normal win, the CPU 40a determines the normal win symbol to be stopped and displayed in the normal game and the fluctuation time of the normal game. As an example, when the first auxiliary control is adopted, the CPU 40a determines a first fluctuation time in a low ball entry rate state, and determines a second fluctuation time shorter than the first fluctuation time in a high ball entry rate state. After that, the CPU 40a ends the normal pattern start processing. On the other hand, in the case of a normal miss that does not result in a normal win, the CPU 40a determines the normal loss symbol to be stopped and displayed in the normal game and the fluctuation time of the normal game. After that, the CPU 40a ends the normal pattern start processing.
[0122] Then, when the normal symbol start process is completed, the CPU 40a executes a normal game by performing a process separate from the normal symbol start process. The CPU 40a sets a control command (hereinafter referred to as a normal start command) capable of specifying the variable time determined in the normal symbol start process in the output buffer. The normal start command may be information capable of specifying the result of the normal winning lottery and the normal symbol. The CPU 40a controls the information display device 22 to start the normal game. When the variable time of the normal game has elapsed, the CPU 40a controls the information display device 22 to statically display the normal symbol determined in the normal symbol start process.
[0123] The normal winning process performed by the CPU 40a will now be described. When a normal win is won, the CPU 40a determines the opening pattern of the second start opening 29. The CPU 40a controls the normal actuator A1 based on the determined opening pattern to open the second start opening 29. As an example, when the third auxiliary control is adopted, the CPU 40a determines the first opening pattern in a low ball entry rate state and determines the second opening pattern in a high ball entry rate state. The second opening pattern is preferably such that the total opening time of the normal variable member 30 in one normal win game is longer than that of the first opening pattern.
[0124] Various processes performed by the CPU 41a of the sub-board 41 will be described. The big win effect processing performed by the CPU 41a will be described. When an opening command is input, the CPU 41a controls the effect display device 27 to execute an opening effect. When a round command is input, the CPU 41a controls the effect display device 27 to execute a round effect. When an ending command is input, the CPU 41a controls the effect display device 27 to execute an ending effect. In this way, the CPU 41a can execute opening effects, round effects, and ending effects as jackpot effects during a jackpot game. In addition to the effect display device 27, the CPU 41a may also control one or both of the decorative lamp 17 and the speaker 18 to execute predetermined effects.
[0125] The game status processing performed by the CPU 41a will be described. When the CPU 41a inputs a low-probability state command, it sets the secondary probability state flag stored in RAM 41c to a value that can identify a low-probability state. When the CPU 41a inputs a high-probability state command, it sets the secondary probability state flag stored in RAM 41c to a value that can identify a high-probability state. By referring to the secondary probability state flag stored in RAM 41c, the CPU 41a can identify whether the current game state is a low-probability state or a high-probability state.
[0126] When the CPU 41a inputs a low ball entry rate state command, it sets the auxiliary ball entry rate state flag stored in RAM 41c to a value that can identify a low ball entry rate state. When the CPU 41a inputs a high ball entry rate state command, it sets the auxiliary ball entry rate state flag stored in RAM 41c to a value that can identify a high ball entry rate state. By referring to the auxiliary ball entry rate state flag stored in RAM 41c, the CPU 41a can identify whether the current game state is a low ball entry rate state or a high ball entry rate state.
[0127] The effect game processing performed by the CPU 41a will be described. The CPU 41a determines the symbol combination to be stopped and displayed in the effect game based on the start command and the symbol command. As an example, when the special symbol identifiable from the symbol command is a jackpot symbol, the CPU 41a determines the symbol combination for the jackpot by the effect symbol. When the special symbol identifiable from the symbol command is a losing symbol, the CPU 41a determines the symbol combination for the losing symbol by the effect symbol. When the execution condition for the reach effect is met, the CPU 41a determines the losing symbol combination including the reach. As an example, the execution condition for the reach effect is that a losing variation pattern with the reach is determined. Note that the execution condition for the reach effect may be that the CPU 41a performs a predetermined reach lottery and wins the reach lottery.
[0128] The CPU 41a controls the effect display device 27 so that effect symbols are displayed variably in each symbol row in response to the input of a start command. That is, the CPU 41a starts an effect game. During the execution of the effect game, the CPU 41a provides a display effect according to the effect content that can be identified from the variation pattern. For example, in the case of a variation pattern with reach, the CPU 41a controls the effect display device 27 so as to execute a reach effect determined for the variation pattern.
[0129] As an example, the CPU 41a determines whether or not to execute a preview effect according to the variation pattern and the special symbol. When the CPU 41a determines that the preview effect can be executed, it may control the effect display device 27 to execute the preview effect. The preview effect is an effect that notifies the player of the expected probability that the variation game will result in a jackpot. For example, the preview effect may be executed in a manner that displays predetermined characters, letters (character strings), and effects.
[0130] As an example, the CPU 41a can execute a mode effect that transitions the effect mode according to the fluctuation pattern. For example, in a low ball entry rate state, when the CPU 41a is instructed to use fluctuation patterns HP01-HP03, HP11-HP13, or HP21-HP23 corresponding to the main mode [normal], the CPU 41a sets information that can identify the effect mode [normal] in the sub-mode flag. The sub-mode flag is stored in the RAM 41c. In a low ball entry rate state, when the CPU 41a is instructed to use fluctuation patterns HP04, HP15, HP16, HP25, or HP26 corresponding to the main mode [A], the CPU 41a sets information that can identify the effect mode [A] in the sub-mode flag. In a low ball entry rate state, when the CPU 41a is instructed to use fluctuation patterns HP05, HP17, HP18, HP27, or HP28 corresponding to the main mode [B], the CPU 41a sets information that can identify the effect mode [B] in the sub-mode flag. In a high ball entry rate state, the CPU 41a sets information that can identify the presentation mode [specific] in the sub-mode flag, regardless of the variation pattern.
[0131] The CPU 41a then controls the effect display device 27 to display elements corresponding to the currently set effect mode. For example, the elements that make up an effect mode and differ for each effect mode are one or more images that can be arbitrarily selected from the background, effect pattern, character, and hold icon. A player can recognize the effect mode or main mode from the difference in the elemental images displayed on the effect display device 27. A player can recognize the transition between effect modes or main modes from the change in the elemental images displayed on the effect display device 27. It can be said that the mode effect constitutes part of the effect content defined in the variation pattern. Staying in the same effect mode is an example of the same effect situation, and staying in different effect modes is an example of different effect situations. The effect game and mode effect are examples of predetermined effects.
[0132] During the execution of an effect game based on the variation patterns HP05 and HP17, when a reservation number command specifying the first special reservation number = 1 or the second special reservation number = 1 is input, and the remaining variation time at that time is less than the specified time, the CPU 41a controls the effect display device 27 to display a specific character. When the CPU 41a is displaying a specific character and inputs a start command specifying either the variation pattern HP18 or HP28, the CPU 41a controls the effect display device 27 to continue displaying the specific character currently being displayed in the current effect game. In this case, the CPU 41a may control the effect display device 27 to execute an introduction reach effect as if the specific character were introducing the effect. On the other hand, when the CPU 41a is displaying a specific character and inputs a start command specifying a variation pattern other than the variation patterns HP18 and HP28, the CPU 41a controls the effect display device 27 to hide the specific character.
[0133] Then, when a predetermined timing arrives after starting the effect game, the CPU 41a temporarily stops and displays the determined symbol combination, and then stops and displays the determined symbol combination upon input of an end command. Alternatively, the CPU 41a may measure a fluctuation time that can be specified from the fluctuation pattern, and stop and display the determined symbol combination upon the passage of the fluctuation time. In this case, the end command may be omitted.
[0134] An example of a specific manner in which a fluctuation pattern is determined will be described. In each winning variation process and each losing variation process in the special symbol start process, the CPU 40a performs the process in the following procedure. The CPU 40a identifies the current winning rate state by referencing the activation flag. The CPU 40a reads each special reserved number and identifies each special reserved number. The CPU 40a identifies whether invalid information or valid information is set by referencing the reference condition flag. The CPU 40a identifies the current main mode by referencing the main mode flag. When the special game starts with the total special reserved number after subtraction being 0, the CPU 40a identifies which of the first continuation status, the second continuation status, the first additional status, and the second additional status applies by referencing the status flag. Then, the CPU 40a determines the variation pattern by referencing the determination table corresponding to each specified result. The CPU 40a sets invalid information to the reference condition flag.
[0135] FIG. 6 shows a situation where the ball entry rate is low and the main mode is [normal]. As shown in FIG. 6(a), at time T21, the total special reserved number after subtraction becomes 1, and the first special game starts. In this special game, the determination table TA3 is referenced and the variation pattern is determined. In this case, the reference condition flag is set to invalid information.
[0136] Next, after the first special game ends with the total special reserved number being 1, at time T22, the total special reserved number after subtraction becomes 0, and the second special game starts. In this special game, invalid information is set in the reference condition flag, and the determination table TA1 is referenced to determine the variation pattern.
[0137] Next, after the second special game ends with the total special reserved number being 0, at time T23, the special game is not executed and the standby state is entered. In this case, since the special game ends with the total special reserved number being 0, valid information is set in the reference condition flag.
[0138] After that, at time T24, when the total special reserved number is 0, if a game ball enters the first start port 28 or the second start port 29, the total special reserved number after subtraction becomes 0, and the third special game starts. In this special game, since valid information is set in the reference condition flag, the determination table TA2 is referenced and a variation pattern is determined. In this case, invalid information is set in the reference condition flag. Then, at time T25, the third special game ends.
[0139] In this way, even when the ball entry rate is controlled to a low state and the total special reserved number after subtraction becomes 0 when the execution conditions for the special game are met, the fluctuation pattern can be determined based on a different determination table depending on the type of execution condition that is met.
[0140] As shown in Figure 6(b), even if a power outage occurs during the execution of the second special game at time T26, the remaining variable time of the second special game is backed up. Therefore, after power is restored at time T27, the execution of the second special game is resumed based on the backed-up remaining variable time of the second special game. Then, at time T28, the second special game ends.
[0141] As shown in FIG. 6(c), even if a power outage occurs during the execution of the third special game at time T29, the remaining variation time of the third special game is backed up. Therefore, after power is restored at time T30, the execution of the third special game is resumed based on the backed-up remaining variation time of the third special game. Then, at time T31, the third special game ends. In this way, when power is restored after the power outage, the special game is executed for the backed-up (retained) remaining variation time in both cases where power is interrupted during the execution of a special game whose variation pattern is determined based on determination table TA1 and where power is interrupted during the execution of a special game whose variation pattern is determined based on determination table TA2.
[0142] As shown in Figure 6(d), even if a power outage occurs during standby at time T32, the reference condition flag is backed up. Therefore, even after power is restored at time T33, valid information is set in the reference condition flag. In this way, even if a power outage occurs when valid information is stored in the reference condition flag, when power is restored, the CPU 40a can determine the fluctuation pattern based on the backed up reference condition flag.
[0143] FIG. 7 shows a low ball entry rate state and main mode [A], and the other conditions are the same as FIG. 6(a). At time T21a, the total special reserved number after subtraction becomes 1, and the first special game begins. In this special game, the determination table TA7 is referenced and the variation pattern is determined. In this case, invalid information is set in the reference condition flag.
[0144] Next, after the first special game ends with the total special reserved number being 1, at time T22a, the total special reserved number after subtraction becomes 0, and the second special game starts. In this special game, invalid information is set in the reference condition flag, and the determination table TA5 is referenced to determine the variation pattern.
[0145] Next, after the second special game ends with the total special reserved number being 0, at time T23a, the special game is not executed and the standby state is entered. In this case, since the special game ends with the total special reserved number being 0, valid information is set in the reference condition flag.
[0146] After that, at time T24a, when the total special reserved number is 0 and a game ball enters the first start hole 28 or the second start hole 29, the total special reserved number after subtraction becomes 0, and the third special game starts. In this special game, since valid information is set in the reference condition flag, the determination table TA6 is referenced and a variation pattern is determined. In this case, invalid information is set in the reference condition flag. Then, at time T25a, the third special game ends.
[0147] FIG. 8(a) shows a state where the ball entry rate is low and the main mode is [B], and the other conditions are the same as FIG. 6(a). At time T21b, the total special reserved number after subtraction becomes 1, and the first special game starts. In this special game, the determination table TA11 is referenced and the variation pattern is determined. In this case, the reference condition flag is set to invalid information.
[0148] Next, after the first special game ends with the total special reserved number at 1, at time T22b, the total special reserved number after subtraction becomes 0, and the second special game begins. In this special game, invalid information is set in the reference condition flag, and the decision table TA9 is referenced to determine the fluctuation pattern. As an example, if the fluctuation time of the first special game is less than the specified time, the decision table TA9a is referenced. On the other hand, if the fluctuation time of the first special game is equal to or greater than the specified time, the decision table TA9b is referenced.
[0149] Next, after the second special game ends with the total special reserved number being 0, at time T23b, the special game is not executed and the standby state is entered. In this case, since the special game ends with the total special reserved number being 0, valid information is set in the reference condition flag.
[0150] After that, at time T24b, when the total special reserved number is 0, if a game ball enters either of the starting holes 28, 29, the total special reserved number after subtraction becomes 0, and the third special game starts. In this special game, since valid information is set in the reference condition flag, the determination table TA10 is referenced and a variation pattern is determined. In this case, invalid information is set in the reference condition flag. Then, at time T25b, the third special game ends.
[0151] FIG. 8(b) shows a situation where the ball entry rate is low and the main mode is [B]. At time T21b, the total special reserved number after subtraction becomes 0, and the first special game begins. In this special game, either the determination table TA9a or TA9b is referenced depending on the fluctuation time of the previous special game, and the fluctuation pattern is determined. In this case, invalid information is set in the reference condition flag.
[0152] As shown at time T22c, during the first special game, a game ball enters either of the starting holes 28 and 29, and the total special reserved number becomes 1. Next, after the first special game ends with the total special reserved number at 1, at time T22b, the total special reserved number after subtraction becomes 0, and the second special game begins. In this special game, invalid information is set in the reference condition flag, and the decision table TA9 is referenced to determine the fluctuation pattern. As an example, during the first special game, when the total special reserved number becomes 1, if the remaining fluctuation time of the first special game is less than the specified time, the decision table TA9a is referenced. On the other hand, if the remaining fluctuation time of the first special game is equal to or greater than the specified time, the decision table TA9b is referenced. The subsequent flow is the same as that of FIG. 8(a).
[0153] Here, if the remaining variable time of the first special game at time T22c is less than the specified time, a specific character is displayed on the effect display device 27. In this case, during the second special game, the effect display device 27 performs an introduction reach effect in which the specific character explains the effect. On the other hand, if the remaining variable time of the first special game at time T22c is equal to or greater than the specified time, the specific character is not displayed on the effect display device 27. In this case, during the second special game, the effect display device 27 performs an introduction reach effect in which a character other than the specific character explains the effect. Thus, whether or not a specific image such as a specific character is displayed depends on whether or not the remaining variable time is less than the specified time. In other words, the presentation style until the variable game is started upon the establishment of the second execution condition may differ between when the reserved time is a first time (for example, less than the specified time) and when it is a second time (for example, equal to or greater than the specified time), which is longer than the first time. Regardless of whether or not a specific character is displayed, presentation mode [B] is maintained. Therefore, even if the presentation mode in the variation game executed in response to the second execution condition being established is different from the presentation mode before the variation game is started, at least a part of it can be carried over.
[0154] As described above, the length of the hold time from when the hold number of the variable game becomes 1 in response to the game ball entering the start hole until the second execution condition is established can change depending on the timing of the game ball entering the start hole. The first determination condition when the CPU 40a determines the variation pattern in a situation where the first execution condition is established and the second determination condition when the CPU 40a determines the variation pattern in a situation where the second execution condition is established are mutually different conditions, regardless of the length of the hold time when the second execution condition is established.
[0155] The determination table TA9a and the determination table TA9b have the same variation patterns that can be determined. In other words, when the hold time is a first time and when it is a second time longer than the first time, at least some of the variation patterns that can be determined by the CPU 40a are the same. This is not a limitation; some or all of the variation patterns may be different between the determination table TA9a and the determination table TA9b. Furthermore, during at least a portion of the hold time, a predetermined effect (for example, an effect game and an effect mode) can be executed. The variation pattern is determined according to the type of main mode, and the effect mode is maintained or shifted according to the variation pattern. Therefore, in a situation where the number of hold games for the variation game becomes 0 in response to the establishment of the second execution condition, the CPU 40a determines the variation pattern by taking over at least a portion of the execution status of the predetermined effect.
[0156] It can be said that main mode [A] can be entered when the number of reserved variable games is a first number (for example, the total special reserved number is 3 or more). On the other hand, main mode [B] can be entered when the number of reserved variable games is a second number (for example, the total special reserved number is 1 or 2). At least some of the variation patterns differ between decision tables TA5 to TA8 in main mode [A] and decision tables TA9 to TA12 in main mode [B]. Therefore, the second decision condition in a situation where the number of reserved variable games is the first number changes to the number of reserved variable games being 1 and the second execution condition is established, and the second decision condition in a situation where the number of reserved variable games is the second number changes to the number of reserved variable games being 1 and the second execution condition is established, result in different presentation situations.
[0157] From another perspective, main mode [B] can be entered when the number of reserved variable games is a first number (for example, the total special reserved number is 2) and when the number of reserved variable games is a second number (for example, the total special reserved number is 1). When in main mode [B], the CPU 40a can refer to the determination tables TA9 to TA12 regardless of the number of reserved variable games at the time of entering main mode [B]. Therefore, the second determination condition in a situation where the number of reserved variable games is changed from the first number to the number of reserved variable games being 1 and the second execution condition is established, and the second determination condition in a situation where the number of reserved variable games is changed from the second number to the number of reserved variable games being 1 and the second execution condition is established, will result in the same presentation situation.
[0158] Even if a power outage occurs during the execution of a special game, the remaining variation time of the special game and the main mode flag are backed up. Therefore, after power is restored, the execution of the special game is resumed based on the backed-up remaining variation time of the special game. Therefore, in main mode [A], when power is lost during the execution of a special game whose variation pattern is determined based on decision table TA5, or when power is lost during the execution of a special game whose variation pattern is determined based on decision table TA6, the special game is executed for the backed-up remaining variation time after power is restored. In main mode [B], when power is lost during the execution of a special game whose variation pattern is determined based on decision tables TA9a and TA9b, or when power is lost during the execution of a special game whose variation pattern is determined based on decision table TA10, the special game is executed for the backed-up remaining variation time after power is restored.
[0159] Even if a power outage occurs during standby, the reference condition flag and main mode flag are backed up. Therefore, even if a power outage occurs while valid information is stored in the reference condition flag, when power is restored after the power outage, the CPU 40a can determine the fluctuation pattern based on the backed up reference condition flag and main mode.
[0160] In this way, regardless of whether the main mode is [Normal], [A], or [B], it is controlled to a low ball entry rate state in the same way, and even when the total special reserved number after subtraction becomes 0 in response to the fulfillment of the execution conditions of the special game, the fluctuation pattern is determined based on a different determination table depending on the type of execution condition that is fulfilled.
[0161] The effects of the first embodiment will be described. (1-1) The content of the change (for example, the pattern of the change) may differ between a situation in which the game ball enters the starting hole when the special reservation number is 0 (first execution condition) and a situation in which the variable game starts when the special reservation number is 1 (second execution condition). In other words, even if the special reservation number is 0 and the situation is the same, it is possible to prevent the same content of the change from being determined. Furthermore, the first determination condition and the second determination condition can be made different from each other regardless of the length of the reservation time from when the special reservation number becomes 1 until the second execution condition is met. As an example, each determination condition can be specified by a determination table. Therefore, the manner in which the content of the change is determined can be effectively made different. This prevents a decline in interest.
[0162] (1-2) When the hold time is less than the specified time and when it is equal to or greater than the specified time, the presentation pattern may differ until the second execution condition is met and the variable game is started. Even if the presentation pattern in the variable game corresponding to the second execution condition is different, at least a portion of the presentation pattern may be carried over. Therefore, the presentation pattern changes depending on the length of the hold time, and even if the presentation pattern is different, at least a portion of the presentation pattern may be carried over to the variable game corresponding to the second execution condition. This allows the presentation patterns to be related, resulting in an interesting presentation.
[0163] (1-3) The variable content determination means (for example, the CPU 40a) determines the variable content by taking over at least a part of the execution status of a predetermined effect (for example, an effect game) during the reserved time. Therefore, even if the special reserved number is 0 and the situation is the same, it is further suppressed that the same variable content is determined.
[0164] (1-4) The variable content determination means (for example, CPU 40a) can determine the same variable content when the hold time is less than the specified time and when it is greater than or equal to the specified time, thereby providing a sense of unity in the variable content under the same second execution condition.
[0165] (1-5) Focusing on the main mode [A] and the main mode [B], the second determination condition when the variable game is consumed from the first number (for example, the total special reserved number is 3 or more) and the second determination condition when the variable game is consumed from the second number (for example, the total special reserved number is 1 or 2) will result in different presentation situations. Therefore, depending on whether the reserved number of the variable game is the first number or the second number, the variation content of the variable game can be changed.
[0166] (1-6) Focusing on main mode [B], the second determination condition when the number of reserved variable games is the first number (for example, the total special reserved number is 1) and the second determination condition when the number of reserved variable games is the second number (for example, the total special reserved number is 2) will result in the same presentation situation. Therefore, depending on whether the number of reserved variable games is the first number or the second number, the content of the change in the variable game will be the same, which can create a sense of unity in the content of the change in the variable game.
[0167] [Second embodiment] A 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 will be denoted by the same reference numerals, and redundant description thereof will be omitted or simplified.
[0168] In the second embodiment, the special winning lottery may include a small winning lottery. The special symbol may include a small winning symbol. When the small winning symbol is statically displayed in the special game, the player can recognize the small winning. If the small winning lottery is won, the small winning symbol is statically displayed in the special game, and after the special game for the small winning is over, a small winning game, which is an example of a winning game, is awarded.
[0169] As an example, the special winning lottery does not include a jackpot lottery. The special symbols do not include jackpot symbols. In other words, the pachinko gaming machine 10 does not have a jackpot game based on a win (hereinafter referred to as a symbol win) caused by a jackpot symbol being stopped and displayed in a special game. The pachinko gaming machine 10 has a jackpot game based on a win (hereinafter referred to as a role win) caused by a gaming ball entering the first large prize opening 31 passing through the special area 37. Not limited to this, the special winning lottery may include a jackpot lottery. The special symbols may include jackpot symbols. In other words, the pachinko gaming machine 10 may have a jackpot game based on a symbol win.
[0170] The effect game starts and ends together with the normal game. The symbol combinations stopped and displayed in the effect game correspond to the normal symbols stopped and displayed in the normal game. For example, when a normal winning symbol is stopped and displayed in the special game, a normal winning symbol combination is stopped and displayed in the effect game. When a normal losing symbol is stopped and displayed in the normal game, a normal losing symbol combination is stopped and displayed in the effect game.
[0171] As shown in FIG. 9 , the first starting hole 28 opens into the play area 21 at the lower left of the center frame 26. The second starting hole 29 opens into the play area 21 at the right side of the center frame 26. The general winning hole 34 opens into the play area 21 at the lower left of the center frame 26. A first large winning hole 31 is formed in the play board 20 so as to open into the play area 21. The first large winning hole 31 is located in the play area 21 at the lower right of the center frame 26. The play board 20 is equipped with a first special winning sensor SE3 that detects a game ball that has entered the first large winning hole 31. The condition for awarding a prize ball can be met when the first special winning sensor SE3 detects a game ball. The play board 20 is equipped with a first special variable member 32. The first special variable member 32 is configured to be operable between an open state (permitted state) and a closed state (restricted state). The pachinko gaming machine 10 is equipped with a first special actuator A2 that operates the first special variable member 32 (see FIG. 11). During a small win game, the first special variable member 32 is operated to the open state.
[0172] The gaming board 20 has a special area 37 and a normal area 38 as areas through which a gaming ball that enters the first large prize opening 31 can pass. The ball path inside the first large prize opening 31 branches into a first path and a second path. The special area 37 is located in the first path. The normal area 38 is located in the second path.
[0173] The gaming board 20 is equipped with a special passage sensor SE7 that detects a gaming ball that has passed through the special area 37. The special passage sensor SE7 can detect that a gaming ball that has entered the first large winning opening 31 has passed through the special area 37. In the pachinko gaming machine 10, when a gaming ball is detected by the special passage sensor SE7, a jackpot game based on a hit on a bonus device can be awarded after the small jackpot game has ended. In other words, a jackpot game can be awarded as a bonus for the gaming ball having passed through the special area 37.
[0174] The gaming board 20 is equipped with a distribution member 39 that distributes gaming balls that have entered the first large prize opening 31 to either the first passage or the second passage. The distribution member 39 is supported at the portion where the ball passages branch off so that it can move between a first distribution state and a second distribution state. The first distribution state is a state in which gaming balls that have entered the first large prize opening 31 can be distributed to the special area 37. The second distribution state is a state in which gaming balls that have entered the first large prize opening 31 can be distributed to the normal area 38. The gaming board 20 is equipped with a distribution actuator A4 that operates the distribution member 39 (see Figure 11).
[0175] A second large prize opening 35 is formed on the gaming board 20 so as to open into the gaming area 21. The large prize opening 31 is located below the center frame 26 in the gaming area 21. The gaming board 20 is equipped with a second special prize sensor SE6. The second special prize sensor SE6 detects a gaming ball that has entered the second large prize opening 35. The condition for awarding a prize ball can be met when the second special prize sensor SE6 detects a gaming ball.
[0176] The gaming board 20 is equipped with a second special variable member 36. The second special variable member 36 is configured to be operable between an open state (permissive state) and a closed state (restrictive state). The open state is a state in which a gaming ball can enter the second large winning opening 35 or is easy to enter. The closed state is a state in which a gaming ball cannot enter the second large winning opening 35 or is difficult to enter. The pachinko gaming machine 10 is equipped with a second special actuator A3 that operates the second special variable member 36 (see Figure 11). During a jackpot game, the second special variable member 36 is operated to the open state.
[0177] The game board 20 is equipped with a center role device 50. A role device gate 51 is formed in the center role device 50 so as to open to the game area 21. Game balls flowing down outside the center role device 50 in the game area 21 can pass through (enter) the role device gate 51. Game balls that have passed through the role device gate 51 are guided to a rolling space 52 provided inside the center role device 50. A rolling member 53 is provided in the rolling space 52. Game balls that have passed through the role device gate 51 roll on the rolling member 53. The rolling member 53 changes the flow direction of the game balls that have passed through the role device gate 51. In the rolling space 52 of the center role device 50, below the rolling member 53, a gate 33 through which game balls can pass (enter) and a discharge port 54 through which game balls can pass (enter) are provided. The reserve condition for the normal game can be met when the gaming ball that has passed through the accessory gate 51 passes through the gate 33. The reserve condition for the normal game is not met even if the gaming ball passes through the discharge port 54.
[0178] The pachinko gaming machine 10 has a plurality of types of small win symbols as special small win symbols. Each small win symbol is assigned a type of small win. Each small win symbol (type of small win) is assigned a type of small win game.
[0179] In a small win game, first, an opening game (hereinafter referred to as a small win opening game) is played to open the first large winning opening 31 after a predetermined opening time has elapsed from the start of the small win game. The small win opening game ends when a first ending condition is met in which a predetermined upper limit number of game balls (10, for example) enters the first large winning opening 31, or when a second ending condition is met in which a predetermined upper limit time has elapsed. In a small win opening game, the first large winning opening 31 is opened in a predetermined opening mode. When the small win opening game ends, the small win game ends with the passage of a predetermined ending time. As an example, the probability state and the ball entry rate state are of one type and do not change.
[0180] In a normal winning game, first, an opening game (hereinafter referred to as a normal opening game) is played in which the normal variable member 30 is opened after a predetermined opening time has elapsed from the start of the normal winning game. The normal opening game ends when a first ending condition is met in which a predetermined upper limit number (for example, 5) of game balls enter the second starting hole 29, or when a second ending condition is met in which a predetermined upper limit time has elapsed. In a normal opening game, the second starting hole 29 is opened in a predetermined opening mode. When the normal opening game ends, the normal winning game ends with the elapse of a predetermined ending time.
[0181] This section explains the control details (specifications) of pachinko gaming machines. As shown in Figure 10(a), for example, the number of prize balls detected at the time of game ball detection is set to 4 for the first start sensor SE1, 4 for the second start sensor SE2, and 15 for the gate sensor SE4. The number of prize balls is set to 5 for the general prize sensor SE5, 3 for the first special prize sensor SE3, and 14 for the second special prize sensor SE6.
[0182] As shown in Figure 10 (b), for example, the maximum number of normal reserved balls and the maximum number of second special reserved balls are each 4. In the pachinko gaming machine 10, the reservation conditions for the first special game can be met only when the execution conditions for the first special game are met. In other words, when a special game or a winning game (a big win game or a small win game) is in progress, if a gaming ball enters the second start hole 29, the execution of the second special game can be put on hold, but even if a gaming ball enters the first start hole 28, the execution of the first special game will not be put on hold.
[0183] As shown in FIG. 10(c), a big win game is awarded based on a win of a feature in a small win game. A small win game is awarded based on winning the small win lottery. As an example, the probability of a small win is approximately 1 / 1 in the first special game and 1 / 1 in the second special game. A normal win game in a normal game is awarded based on winning the normal win lottery. As an example, the probability of a normal win is approximately 1 / 39.
[0184] As shown in FIG. 10(d), in normal opening games, the normal variable member 30 can be operated so that the second start opening 29 is in the open state 23 times, with each opening time being 0.1 seconds. Each interval time during which the second start opening 29 is in the closed state is set to 0.6 seconds. In normal winning games, the longest normal opening game time is 15.5 seconds. The opening time is set to 15 seconds. The ending time is set to 60 seconds.
[0185] We will explain a specific example of a small win. As shown in Figure 10(e), the first special symbol and the second special symbol each contain 100 small winning symbols. All small winning symbols of the second special symbol are classified as symbol ZB. All small winning symbols of the second special symbol are classified as symbol Za.
[0186] In a small win game based on the ZB symbol, the first special variable member 32 can be operated so that the first large prize opening 31 opens only once for 0.056 seconds during the small win opening game. In a small win game based on the ZB symbol, the opening time is set to 4 seconds. The ending time is set to 3 seconds. In a small win game based on the ZB symbol, if the game ball passes through the special area 37, a big win game based on a per-appearance device is awarded after the small win game ends. On the other hand, in a small win game based on the ZB symbol, if the game ball does not pass through the special area 37, a big win game is not awarded after the small win game ends.
[0187] In a small win game based on the Za symbol, the first special variable member 32 can be operated so that the first large prize opening 31 opens 11 times over a period of 0.056 seconds during the small win opening game. The interval times during which the first large prize opening 31 closes are set to 3.1 seconds once and 1.2 seconds nine times. In a small win game based on the Za symbol, the opening time is set to 0.1 seconds. The ending time is set to 3 seconds. In a small win game based on the Za symbol, if the game ball passes through the special area 37, a jackpot game based on a winning combination is awarded after the small win game ends. On the other hand, in a small win game based on the Za symbol, if the game ball does not pass through the special area 37, a jackpot game is not awarded after the small win game ends.
[0188] In a jackpot game that goes through a small jackpot game based on the symbol ZB (hereinafter referred to as a jackpot game based on the symbol B), the upper limit on the number of rounds is set to two. In a jackpot game that goes through a small jackpot game based on the symbol Za (hereinafter referred to as a jackpot game based on the symbol Za), the upper limit on the number of rounds is set to nine. In each jackpot game, the upper limit on the round time is set to 25 seconds. After each round ends, an interval time between rounds (2 seconds, for example) is set (defined). The same opening time (0.04 seconds, for example) is set for each jackpot game. The same ending time (0.04 seconds, for example) is set for each jackpot game.
[0189] As shown in Figure 10(f), in each small win game, the distribution member 39 operates in a predetermined operation pattern. As an example, the distribution member 39 enters the first distribution state for 0.1 seconds upon the start of the small win release game, then enters the second distribution state for 3.3 seconds, and then enters the first distribution state for approximately 14 seconds. When the small win release game ends, the distribution member 39 enters the second distribution state.
[0190] According to the operation mode of the first large prize opening 31 and the operation mode of the distribution member 39, in a small prize game based on the symbol ZB, it is not easy for a gaming ball that enters the first large prize opening 31 to pass through the special area 37, and there is an extremely high possibility that it will pass through the normal area 38. On the other hand, in a small prize game based on the symbol Za, as long as the gaming ball enters the first large prize opening 31, the gaming ball that enters the first large prize opening 31 can easily pass through the special area 37.
[0191] In the first special game, a small win based on the symbol ZB may be awarded. On the other hand, in the second special game, a small win based on the symbol Za may be awarded. Therefore, even if the first special game is executed, a big win is unlikely to be awarded. On the other hand, when the second special game is executed, a big win is likely to be awarded. In other words, the second special game is a more advantageous special game than the first special game. A situation in which the second special game is executed is more advantageous than a situation in which the first special game is executed.
[0192] We will explain the gameplay. In a situation where a normal win game or a win game has not been awarded, the game can be progressed by firing a game ball at the accessory gate 51, causing the game ball to pass through the gate 33, playing a normal game, and winning a normal win game. In a situation where a normal win game has been awarded, the game can be progressed by firing a game ball at the second start port 29, playing a second special game, and winning a small win game. In a situation where a small win game has been awarded, the game can be progressed by firing a game ball at the first large winning port 31, causing the game ball to pass through the special area 37, and winning a jackpot game based on the accessory win. In a situation where a jackpot game based on the accessory win has been awarded, the game can be progressed by firing a game ball at the second large winning port 35, causing the game ball to enter the second large winning port 35, and winning more prize balls. It is possible to fire a game ball aiming at the first starting hole 28, execute the first special game, win a small win, and have the game ball pass through the special area 37, but it is difficult to win a big win based on a winning combination. Therefore, firing a game ball aiming at the first starting hole 28 is hardly an advantageous game procedure for the player.
[0193] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 11, the CPU 40a and sensors SE1 to SE7 are connected. The CPU 40a is configured to be able to input detection signals output by the sensors SE1 to SE7 when they detect a gaming ball. The CPU 40a and actuators A1 to A4 are connected. The CPU 40a is configured to be able to control the operation of the actuators A1 to A4.
[0194] A specific example of the fluctuation pattern will be described. As shown in Figure 12, the fluctuation pattern includes a small hit fluctuation pattern. Fluctuation patterns HP32 to HP34 are small hit fluctuation patterns. Fluctuation pattern HP31 is a miss fluctuation pattern. As an example, the small hit fluctuation pattern and the miss fluctuation pattern are performance contents that do not include reach performance.
[0195] As an example, the fluctuation time is 0.6 seconds for fluctuation patterns HP31 and HP32, 4.5 seconds for fluctuation pattern HP33, and 16 seconds for fluctuation pattern HP34. Fluctuation patterns HP31 and HP32 are fluctuation patterns for the first special game. Fluctuation patterns HP33 and HP34 are fluctuation patterns for the second special game. Fluctuation pattern HP32 has a shorter fluctuation time than fluctuation pattern HP33. Fluctuation pattern HP32 is a small win fluctuation pattern in which the fluctuation time is shortened. Fluctuation pattern HP34 has a longer fluctuation time than fluctuation pattern HP33. Fluctuation pattern HP34 is a small win fluctuation pattern in which the fluctuation time is extended.
[0196] Fluctuation pattern HP34 can be determined when the second special reserved number after subtraction is 0 and valid information is set in the reference condition flag. This is shown as "first time" in the figure. Fluctuation pattern HP33 can be determined when the second special reserved number after subtraction is 0 and invalid information is set in the reference condition flag. Fluctuation pattern HP33 can also be determined when the second special reserved number after subtraction is 1 or more.
[0197] In this way, when the second special game is executed, even if the second special reserved number after subtraction becomes 0 in the same way, the fluctuation pattern HP34 is determined when the first execution condition is established, and the fluctuation pattern HP33 is determined when the second execution condition is established. In other words, even if the second special reserved number after subtraction becomes 0 in the same way, the condition for determining the fluctuation pattern may differ depending on the type of execution condition for the second special game.
[0198] Then, in a situation where the second special reserved number after subtraction becomes 0, the average fluctuation time of the second special game when the first execution condition is established becomes longer than the average fluctuation time of the second special game when the second execution condition is established. Also, the average fluctuation time of the second special game when the first execution condition is established becomes longer than the average fluctuation time of the second special game in a situation where the second special reserved number after subtraction becomes 1 or more.
[0199] Next, various processes performed in the pachinko gaming machine 10 will be described. In addition, the main mode is not managed in the pachinko gaming machine 10 of this embodiment. That is, the CPU 40a is configured not to execute main mode processing.
[0200] The special symbol input process will be described. When a gaming ball enters the first starting hole 28, the CPU 40a determines whether a special game or a winning game is in progress. If a special game or a winning game is in progress, the CPU 40a ends the special symbol input process. On the other hand, if a special game or a winning game is not in progress, the CPU 40a acquires a random number generated within the main board 40, stores random number information based on the acquired random number (for example, a random number used in a small winning lottery) in the RAM 40c, and ends the special symbol input process. Therefore, even if a gaming ball enters the first starting hole 28 during a special game or a winning game, the execution of the first special game is not put on hold.
[0201] The special symbol start process will be described. When not in a special game or a winning game, the CPU 40a determines whether the second special reserve number stored in the RAM 40c is 1 or more. If the second special reserve number is 1 or more, the CPU 40a performs second game processing so that the execution condition of the second special game is met and the second special game is started. Thereafter, the CPU 40a ends the special symbol start processing.
[0202] On the other hand, if the second special reserve number is not 1 or more, the CPU 40a sets valid information to the reference condition flag. In this way, when a winning game or a special game ends when the second special reserve number is not 1 or more (when the second special reserve number is 0), the CPU 40a can set valid information to the reference condition flag. Note that even when the first special game is executed, invalid information is not set to the reference condition flag, and invalid information can be set to the reference condition flag only when the second special game is executed. Thus, the CPU 40a can determine whether the execution condition for the second special game is met by a game ball entering the second start hole 29 when the second special reserve number is 0 and the second special game or winning game is not being played, or whether the execution condition for the second special game is met after the special game or winning game has ended when the second special reserve number is 1 or more.
[0203] Next, the CPU 40a determines whether random number information for the first special game is stored. If random number information for the first special game is stored, the CPU 40a executes a first game process so that the execution condition for the first special game is met and the first special game is started. That is, in the standby state, the first special game is executed when a gaming ball enters the first starting hole 28. In the first game process, the CPU 40a reads random number information for the first special game from the RAM 40c. After reading the random number information, the CPU 40a erases the random number information from the RAM 40c. After the first game process ends, the CPU 40a ends the special symbol start process. On the other hand, if random number information for the first special game is not stored, the CPU 40a ends the special symbol start process. In this way, the CPU 40a executes the second special game with priority over the first special game.
[0204] The small win process performed by the CPU 40a will be described. When the opening time has elapsed after the special game for a small win has ended, the CPU 40a performs processing to execute a small win release game. As an example, the CPU 40a controls the first special actuator A2 so that the first large prize opening 31 is opened based on an opening pattern corresponding to the small win symbol (type of small win), thereby starting the release game. After starting the small win release game, if the first end condition or the second end condition is established, the CPU 40a controls the first special actuator A2 so that the first large prize opening 31 is closed, thereby ending the release game. When the ending time has elapsed after the end of the release game, the CPU 40a ends the small win game.
[0205] During a small win release game, the CPU 40a controls the distribution actuator A4 so that the distribution member 39 operates in a first distribution state and a second distribution state in a predetermined manner, and controls the operation of the distribution member 39. When a gaming ball passes through the special area 37 during a small win game, the CPU 40a stores information indicating the passage of the gaming ball into the special area 37 in the RAM 40c. Then, when the small win release game ends, the CPU 40a controls the distribution actuator A4 so that the distribution member 39 operates in the second distribution state, and ends the operation of the distribution member 39.
[0206] The big win processing performed by the CPU 40a will be explained. When information indicating the passage of the gaming ball into the special area 37 is stored in the RAM 40c, the CPU 40a starts a jackpot game after the end of the small jackpot game. In this case, the CPU 40a performs control to award a jackpot game based on the small jackpot symbol (type of small jackpot) determined in the special symbol start process. On the other hand, when information indicating the passage of the gaming ball into the special area 37 is not stored in the RAM 40c, the CPU 40a does not start a jackpot game after the end of the small jackpot game.
[0207] An example of a specific manner in which a fluctuation pattern is determined will be described. When the execution condition of the first special game is established, the CPU 40a determines a small win and then determines a variation pattern HP31. On the other hand, when the execution condition of the second special game is determined to be a loss, the CPU 40a determines a variation pattern HP32. When the execution condition of the second special game is established, the CPU 40a refers to the reference condition flag and identifies whether invalid information or valid information is set. The CPU 40a determines a variation pattern by referring to a determination table corresponding to the identified result, and sets invalid information to the reference condition flag.
[0208] As an example, the CPU 40a determines a fluctuation pattern HP33 when invalid information is set in the reference condition flag, regardless of whether the total special reserved number after subtraction is 0 or 1 or more. On the other hand, the CPU 40a determines a fluctuation pattern HP34 when valid information is set in the reference condition flag. In other words, even when the total special reserved number after subtraction is 0 in the same way, the CPU 40a can determine a different fluctuation pattern depending on the type of execution condition that is met. The CPU 40a determines a different fluctuation pattern when the total special reserved number after subtraction is 0 in response to the first execution condition being met, and when the total special reserved number after subtraction is 1 or more in response to the second execution condition being met.
[0209] A specific example of how the special game and the normal game are executed will be described below. As shown in Figure 13 (a), at time T31, the normal game is being played. In this case, the special game is not being played, the second special reserved number is 0, and valid information is stored in the reference condition flag.
[0210] When a normal win occurs in the normal game, the normal win game starts at time T32 after the normal game ends. At time T33, when the opening time has elapsed since the normal win game started, the normal release game starts. When the normal release game starts, the normal variable member 30 operates to assume an open state in a predetermined opening mode, allowing a game ball to enter the second starting hole 29.
[0211] At time T33, when a normal opening game is started, if a game ball enters the second start opening 29, the execution condition for the second special game is established. In this case, valid information is set in the reference condition flag, and the number of second special reserved balls is 0, and a game ball enters the second start opening 29, so the first execution condition is established and the fluctuation pattern HP34 can be determined. When the fluctuation pattern HP34 is determined, invalid information is set in the reference condition flag. In this way, the fluctuation pattern HP34 can be determined in the first special game (the second special game, as an example) after a normal winning game is awarded.
[0212] At time T34, when a game ball enters the second start hole 29 during normal release game and the second special game is in progress, the execution of the second special game is put on hold. As a result, the number of second special reserves becomes 1. At time T35, when a game ball enters the second start hole 29 during normal release game, the execution of the second special game is put on hold. As a result, the number of second special reserves becomes 2. At time T36, when a game ball enters the second start hole 29 during normal release game, the execution of the second special game is put on hold. As a result, the number of second special reserves becomes 3. At time T37, when a game ball enters the second start hole 29 during normal release game, the execution of the second special game is put on hold. As a result, the number of second special reserves becomes 4. In this case, five game balls have entered the second start hole 29 since the start of normal release game, and normal release game ends. At time T40, when the ending time has elapsed since the normal opening game ended, the normal winning game may end. Then, if the execution of the normal game is suspended, the execution of the normal game is started.
[0213] Meanwhile, at time T38, when the second special game ends, a small win occurs in the second special game, and the small win game begins. As shown at time T39, when the game ball passes through the special area 37 during the small win game, the big win game begins after the small win game ends. At time T41, when the big win game ends, the execution of the second special game is suspended, so the execution condition for the second special game is met, and the suspended second special game begins. In this case, the second special reserved number after subtraction becomes 3. Since the second special reserved number is 1 or more and the big win game has ended, the execution condition is met and the variation pattern HP33 can be determined. In this way, the variation pattern HP33 can be determined in the second special game after the normal win game is awarded.
[0214] As shown in FIG. 13(b), at time T51, the fourth second special game is being played since the normal win game was awarded, and the second special reserve number is 1. In this case, the variation pattern HP33 is also determined in the fourth special game since the normal win game was awarded. At time T52, when the fourth special game since the normal win game was awarded ends, the second special game becomes a small win, and the small win game begins. As shown at time T53, when the game ball passes through the special area 37 during the small win game, the big win game begins after the small win game ends.
[0215] At time T54, when the jackpot game ends, the execution of the second special game is suspended, so the execution condition for the second special game is met and the suspended second special game starts. In this case, although the second special reserved number after subtraction becomes 0, the second special reserved number is 1, and since the jackpot game has ended after the jackpot game, the second execution condition is met and the variation pattern HP33 can be determined. In this way, the variation pattern HP33 can be determined in the fifth special game after the normal jackpot game is awarded.
[0216] At time T55, when the fifth special game is completed after the normal win game is awarded, a small win occurs in the second special game, and the small win game begins. As shown at time T56, when the game ball passes through the special area 37 during the small win game, the big win game begins after the small win game ends. At time T57, when the big win game ends, the execution of the second special game is not suspended, so the second special game is not executed.
[0217] In the normal release game, the ball is opened up to 23 times over 0.1 seconds, and then closed up to 22 times over 0.6 seconds, for a maximum of 15.5 seconds. The fluctuation time of the fluctuation pattern HP34 is 16 seconds. In other words, the fluctuation time (average fluctuation time) of the fluctuation pattern determined in response to the establishment of the first execution condition is longer than the predetermined period during which the normal variable member 30 operates. After the normal release game starts, a game ball can enter the second starting hole 29, and therefore, after the normal release game starts, a second special game based on the fluctuation pattern HP34 can be started. Therefore, the second special game based on the fluctuation pattern HP34 can end after the start game of the normal winning game ends.
[0218] Therefore, in one normal opening game, one second special game can be played, and four second special games can be reserved, resulting in one normal winning game. This gives the right to play up to five second special games, and the right to play up to five small winning games and big winning games.
[0219] The maximum number of second special games that can be held is 4, and the second special game based on the variation pattern HP34 ends after the start of the normal win game. For this reason, when one normal win game is awarded, six second special games are not executed, and the right to six small win games and six big win games is not awarded.
[0220] Unlike this embodiment, even when the second special game is executed upon the establishment of the first execution condition, if the variation pattern HP33 is determined in the same way as when the second special game is executed upon the establishment of the second execution condition, the second special game based on the variation pattern HP33 may end before the end of the normal opening game. In this case, when one normal winning game is awarded, six or more second special games can be played, and the right to six or more small winning games and big winning games can be awarded.
[0221] On the other hand, when the second special game is executed in response to the establishment of the second execution condition, a fluctuation pattern HP33 can be determined. The fluctuation time of the fluctuation pattern HP33 is 4.5 seconds. In other words, the fluctuation time (average fluctuation time) of the fluctuation pattern determined in response to the establishment of the second execution condition is shorter than the predetermined period during which the normal variable member 30 operates. Therefore, five small win games and a big win game can be awarded consecutively after one normal win game is awarded, without prolonging the second to fifth second special games.
[0222] As in the first embodiment, even if a power outage occurs during the first execution of the second special game after one normal win game has been awarded, the remaining variable time of the first second special game is backed up. Therefore, after power is restored, the execution of the first special game is resumed based on the backed-up remaining variable time of the first special game.
[0223] As in the first embodiment, even if a power outage occurs during the execution of any of the second to fifth second special games after one normal win game is awarded, the remaining variable time of the second special game is backed up. Therefore, after power is restored, the execution of the special game is resumed based on the backed up remaining variable time of any of the second to fifth special games.
[0224] In this way, when power is cut off during the execution of a special game in which the variation pattern HP34 is determined, and when power is cut off during the execution of a special game in which the variation pattern HP33 is determined, when power is restored after the power cut, the special game is executed for the remaining variation time that has been backed up (retained).
[0225] Even if a power outage occurs when the second special game is not being executed, the reference condition flag is backed up. Therefore, even after power is restored, valid information is set in the reference condition flag. In this way, even if a power outage occurs when valid information is stored in the reference condition flag, when power is restored after the power outage, the CPU 40a can determine a variation pattern based on the backed up (stored) reference condition flag.
[0226] The effects of the second embodiment will be described. (2-1) In response to a decision to operate the normal variable member 30 to assume the open state, the normal variable member 30 operates in a predetermined manner for a predetermined time, and the fluctuation time of the fluctuation pattern HP34 determined upon establishment of the first execution condition is longer (for example, 16 seconds) than the predetermined time (for example, a maximum of 15.5 seconds). Therefore, when the first execution condition is established while the normal variable member 30 is operating in a predetermined manner to assume the open state, the likelihood that the operation of the normal variable member 30 will end before the special game executed in that fluctuation pattern HP34 ends can be increased. Therefore, by making it difficult for the execution of the second special game to be reserved in excess of the maximum number of second special reserved games (prescribed number) other than the second special game that is executed first after one normal win game is awarded, excessive execution of the second special game can be suppressed, which can increase interest in the game.
[0227] (2-2) The state in which the second special game is executed is more advantageous to the player than the state in which the first special game is executed. Therefore, when the state in which the second special game, which is advantageous to the player, is controlled to be executed, it is possible to draw attention to the fact that the conditions for determining the variation pattern are different, which can increase the player's interest in the game.
[0228] (2-3) The state in which the second special game is executed is a state in which a small win game is awarded in which the gaming ball is more likely to pass through the special area 37 than in the state in which the first special game is executed. Therefore, when the state is controlled to a state in which the second special game is executed in which a small win game in which the gaming ball is more likely to pass through the special area 37 is awarded, it is possible to draw attention to the fact that the conditions for determining the variation pattern are different, which can increase interest in the game.
[0229] [Third embodiment] A gaming machine according to a third embodiment will be described. The pachinko gaming machine 10 differs from the first embodiment in that it includes a determination table for use when power is restored so that it can be referred to after power is restored until the specified number of special games have been executed.
[0230] As shown in FIG. 14, the fluctuation patterns HP61 to HP63 are big hit fluctuation patterns. The fluctuation patterns HP51 to HP53 are miss fluctuation patterns with reach. The fluctuation patterns HP41 and HP02 are miss fluctuation patterns without reach. The fluctuation patterns HP51 and HP61 are fluctuation patterns in which reach is formed in the performance game and reach performance R1A is executed. Similarly, the fluctuation patterns HP52 and HP62 are fluctuation patterns in which reach performance R2A is executed. The fluctuation patterns HP53 and HP63 are fluctuation patterns in which reach performance R3A is executed.
[0231] The ROM 40b stores decision tables TA21 to TA24 that are referenced to determine a variation pattern. The decision tables TA21 to TA24 store judgment values for determining a variation pattern for each type of variation pattern. In Fig. 3, for the sake of convenience, selectable variation patterns are indicated by "○", variation patterns that are selectable but have a lower probability of being selected than "○" are indicated by "△", and unselectable variation patterns are indicated by "blank".
[0232] As an example, when the decision table TA21 is referenced, one fluctuation pattern is determined from the fluctuation patterns HP41, HP51, HP52, HP61, and HP62. When the decision table TA22 is referenced, one fluctuation pattern is determined from the fluctuation patterns HP53 and HP63. When the decision table TA23 is referenced, one fluctuation pattern is determined from the fluctuation patterns HP41, HP02, HP51, HP52, HP61, and HP62. When the decision table TA24 is referenced, one fluctuation pattern is determined from the fluctuation patterns HP02, HP51, HP52, HP61, and HP62.
[0233] The decision tables TA21 to TA24 can be referenced in any main mode as long as the ball entry rate is low. The decision tables TA21 to TA24 can be referenced after a power outage occurs, from when power is restored until a specified number of special games are played. As an example, the specified number is four. The specified number is not limited to this, and may be one to three times, or five or more times. The decision tables TA21 to TA24 are not referenced after the specified number of special games have been played after power is restored. In each variation process, the CPU 41a references one of the decision tables TA21 to TA24, regardless of the main mode, until the specified number of special games have been played after power is restored.
[0234] Decision table TA21 is referenced when the total special reserved number after subtraction is 0 and invalid information is set in the reference condition flag. On the other hand, decision table TA22 is referenced when the total special reserved number after subtraction is 0 and valid information is set in the reference condition flag. Decision table TA23 is referenced when the total special reserved number after subtraction is 1 or 2. Decision table TA24 is referenced when the total special reserved number after subtraction is 3 or more.
[0235] A specific example of how the special game is executed will be described below. FIG. 15 shows a situation where the ball entry rate is low and the main mode is [B]. At time T61, the total special reserved number after subtraction becomes 0, and the first special game begins. In this special game, the decision table TA9a or decision table TA9b is referenced depending on the change time of the previous special game, and the change pattern is determined. In this case, the reference condition flag is set to invalid information.
[0236] As shown at time T62, during the execution of the first special game, the game ball enters the first starting hole 28, and the total special reserved number increases to 1. Next, after the first special game ends with the total special reserved number at 1, at time T63, the total special reserved number after subtraction becomes 0, and the second special game starts. In this special game, invalid information is set in the reference condition flag, and the determination table TA9a or TA9b is referenced according to the remaining fluctuation time at the time when the total special reserved number becomes 1, and the fluctuation pattern is determined.
[0237] As shown at time T64, during the execution of the second special game, a gaming ball enters the first starting hole 28, increasing the total number of reserved special games to 1. Even if a power outage occurs during the execution of the second special game at time T65, the remaining variable time of the second special game is backed up. Therefore, after power is restored at time T66, the execution of the second special game is resumed based on the backed-up remaining variable time of the second special game. Then, at time T67, the second special game ends.
[0238] Next, after the second special game ends with the total special reserved number being 1, at time T67, the total special reserved number after subtraction becomes 0, and the third special game begins. In this special game, invalid information is set in the reference condition flag, and the determination table TA21 for when power is restored is referenced, and the fluctuation pattern is determined. Then, at time T68, the third special game ends. In this case, valid information is set in the reference condition flag.
[0239] As described above, the variable game executed in response to the second execution condition being satisfied may have different variation content depending on whether a power outage and restoration occurs during the hold time or whether no power outage occurs during the hold time. It can be said that the pachinko gaming machine 10 may have different variation content depending on whether the hold time is interrupted by a power outage and restoration or whether the hold time is not interrupted due to no power outage and restoration. Furthermore, the variation pattern HP02 included in the determination tables TA23 and TA24 is also included in the determination tables TA3 and TA4. Therefore, the variable game executed in response to the second execution condition being satisfied may have the same variation content as the variation content determined in response to the first determination condition if a power outage and restoration occurs during the hold time.
[0240] The effects of the third embodiment will be described. (3-1) The content of the variable game to be executed in response to the establishment of the second execution condition can change depending on whether the reserved time was interrupted or not. Therefore, the variable game can be executed with content that corresponds to the special situation when the power is restored after a power outage, so that the loss of interest of the player due to a power outage can be suppressed.
[0241] (3-2) When the reserved time is interrupted, the variable content can also be determined according to the first determination condition. Therefore, in the special situation when the power is restored after a power outage, the variable content of the variable game that is executed according to the establishment of the second execution condition can be changed, and the loss of interest of the player due to the power outage can be suppressed.
[0242] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.
[0243] The maximum value of the first special reserved number may be 1 or may be 2 or more. The pachinko gaming machine 10 may be able to reserve the execution of the first special game, but may not be able to reserve the execution of the second special game. The maximum value of the second special reserved number may be 1 or may be 2 or more. The pachinko gaming machine 10 may be able to reserve the execution of the second special game, but may not be able to reserve the execution of the first special game.
[0244] The specified number that can be grasped as the upper limit (maximum value) of the variable game reserve may be any of the maximum value of the first special reserve number, the maximum value of the second special reserve number, and the maximum value of the total special reserve number. In other words, as the start port, both the first start port 28 and the second start port 29, only the first start port 28, or only the second start port 29 can be grasped.
[0245] The valid information is set in the reference condition flag when the number of special reserved balls is 0 after the end of a special game or a winning game, but this is not limited to this. The valid information may be set in the reference condition flag when the number of special reserved balls is 0, not during a special game or a winning game, when the game ball enters the starting hole 28, 29.
[0246] The average fluctuation time of the fluctuation pattern determined when the first execution condition is met may be shorter than the average fluctuation time of the fluctuation pattern determined when the second execution condition is met. The average fluctuation time of the fluctuation pattern determined when the first execution condition is met may be shorter than the average fluctuation time of the fluctuation pattern determined when the special reserved number after subtraction is 1 or more. In other words, the average fluctuation time of the fluctuation pattern determined when the first execution condition is met may be shorter than the average fluctuation time of the fluctuation pattern determined when the other execution conditions are met.
[0247] The average fluctuation time of the fluctuation pattern determined when the first execution condition is met may be the same as the average fluctuation time of the fluctuation pattern determined when the second execution condition is met. The average fluctuation time of the fluctuation pattern determined when the first execution condition is met may be the same as the average fluctuation time of the fluctuation pattern determined when the special reserved number after subtraction is 1 or more. In other words, the average fluctuation time of the fluctuation pattern determined when the first execution condition is met may be the same as the average fluctuation time of the fluctuation pattern determined when the other execution conditions are met.
[0248] The average fluctuation time of the fluctuation pattern determined in response to the first execution condition being satisfied may be shorter than the predetermined period during which the normal variable member 30 operates. The average fluctuation time of the fluctuation pattern determined in response to the second execution condition being satisfied may be longer than the predetermined period during which the normal variable member 30 operates.
[0249] In one normal winning game, the normal variable member 30 may be in the open state once or multiple times. The fluctuation patterns that can be determined by referring to the decision table TA2 may include a miss fluctuation pattern without a reach. The same can be changed for the decision tables TA6 and TA10. The fluctuation patterns that can be determined by referring to the decision table TA2 may include a fluctuation pattern that can be determined by referring to a decision table other than the decision table TA2. The same can be changed for the decision tables TA6 and TA10.
[0250] In the first and third embodiments, the main mode [A] may be omitted. When the main mode [A] is omitted, the second determination condition when the variable game is consumed from the first number (for example, the total special reserved number is 3 or more) and the second determination condition when the variable game is consumed from the second number (for example, the total special reserved number is 1 or 2) can be prevented from resulting in different performance situations.
[0251] In the first and third embodiments, the main mode [B] may be omitted. When the main mode [B] is omitted, the second determination condition when the variable game is consumed from the first number (for example, the total special reserved number is 1) and the second determination condition when the variable game is consumed from the second number (for example, the total special reserved number is 2) can be prevented from being the same as each other.
[0252] In the first and third embodiments, both main mode [A] and main mode [B] may be omitted. When main mode [A] and main mode [B] are omitted, the CPU 40a does not need to execute main mode processing. Main modes [A] and [B] may be set in a high ball scoring state in addition to or instead of a low ball scoring state.
[0253] The main mode may be managed in the configuration of the second embodiment. That is, in addition to the determination table in the second embodiment, a determination table that can be referenced in one or both of the main mode [A] and the main mode [B], as in the first and third embodiments and the above-mentioned modified examples, may be applied to determining the variation pattern in the second special game.
[0254] The CPU 40a referenced decision tables TA1 to TA4 in the low scoring state, but may also reference them in the high scoring state in addition to or instead of the low scoring state. The CPU 40a referenced decision tables TA5 to TA8 in the low scoring state, but may also reference them in the high scoring state in addition to or instead of the low scoring state. The CPU 40a referenced decision tables TA9 to TA12 in the low scoring state, but may also reference them in the high scoring state in addition to or instead of the low scoring state.
[0255] While the determination conditions for the fluctuation patterns are varied by varying some or all of the fluctuation patterns for each determination table, this is not limited to this. For example, even if all of the fluctuation patterns are the same, the determination conditions for the fluctuation patterns may be varied by varying their determination probabilities. Furthermore, the fluctuation content is not necessarily determined by determining the fluctuation patterns. For example, the CPU 40a may determine the fluctuation time using the fluctuation patterns, and the CPU 41a may determine the effect content using the effect patterns. When a start command is input, the CPU 41a can identify which execution condition (determination condition) the effect game is based on based on the transition of the special reserved number indicated in the reserved number command. The CPU 41a may determine the effect pattern and the effect content according to the identified execution condition (determination condition). In other words, the fluctuation content determination means may be configured by one or both of the CPUs 40a and 41a. Different effect content may include not only different backgrounds, effect patterns, characters, and reserved icon images that can be selected arbitrarily, but also the presence or absence of these images. In addition, the difference in the effect content may also occur when the effect content is inherited when determining the variable content. For example, the variable content determination means may set different conditions for determining the effect content in the newly started variable game between a situation in which the predetermined effect has not been executed due to the first determination condition being met and a situation in which the predetermined effect has already been executed due to the second determination condition being met.
[0256] The pachinko gaming machine 10 may not have a backup function for the main board 40. In other words, the various information stored in the RAM 40c may not be backed up. The pachinko gaming machine 10 may have a backup function for the sub-board 41.
[0257] The CPU 40a may be configured to provide a high probability state until a predetermined number of special games (for example, 100 times) have been played after the big win game has ended. If a gaming ball that entered the large prize opening 31 passes through a special passing area during a jackpot game, the CPU 40a may control the state to a high probability state after the end of the jackpot game. If a gaming ball that entered the large prize opening 31 does not pass through the special passing area during a jackpot game, the CPU 40a may control the state to a low probability state after the end of the jackpot game. In this modified example, a jackpot in which a gaming ball that entered the large prize opening 31 is likely to pass through the special passing area and a jackpot in which a gaming ball that entered the large prize opening 31 is unlikely to pass through the special passing area may be provided. For example, a distribution member that distributes gaming balls that entered the large prize opening 31 may be provided, and the distribution mode of the distribution member may be determined based on the type of jackpot. The CPU 40a may then control the probability that a gaming ball that entered the large prize opening 31 will pass through the special passing area to vary depending on the distribution mode of the distribution member.
[0258] The second special game may be executed with priority over the first special game. The first special game may be executed with priority over the second special game. The second special game and the first special game may be executed simultaneously in parallel. They may be executed in the order in which the game balls enter the starting holes 28, 29. Also, for example, there may be only one type of special game, and either the first special game or the second special game may be executed.
[0259] Some or all of the functions (means) realized by the main board 40 (CPU 40a) may be realized by the sub-board 41 (CPU 41a). Some or all of the functions (means) realized by the sub-board 41 (CPU 41a) may be realized by the main board 40 (CPU 40a). In addition, the functions of the sub-board 41 may be realized by dividing them into an overall control board that performs overall control related to the performance and a display control board that performs control related to the display of images.
[0260] The type of jackpot (jackpot game) may be specified not only by the symbol command but also by the start command or other dedicated control command. The CPU 40a may store various random number information related to the special game in a memory area provided according to the special reserved number. The CPU 40a may shift the random number information and store it in a memory area from which the special reserved number is subtracted by 1 every time the special game is executed.
[0261] The pachinko gaming machine 10 may be configured so that the special variable member 32 operates to the open state by a predetermined lottery, and a jackpot game is awarded when a gaming ball that has entered the large prize opening 31 passes through a specific passing area. The pachinko gaming machine 10 may be a gaming machine in which a jackpot game is started when a gaming ball enters a predetermined ball opening. The pachinko gaming machine 10 does not need to award a high probability state. [Explanation of symbols]
[0262] 10... Pachinko gaming machine 17... Decorative lamp 18... Speaker 27... Performance display device 28... First start port 29... Second start port 40... Main board 40a... CPU 41... Sub-board 41a... CPU TA1 to TA14, TA21 to TA24... Decision table
Claims
[Claim 1] In a gaming machine in which a winning game is awarded after a winning display result is displayed statically in a variable game, The starting point and a game suspension means for suspending the execution of the variable game when a game ball enters the starting hole during the variable game or the winning game; a game control means for controlling execution of the variable game when an execution condition of the variable game is established; A variable content determination means for determining the variable content of the variable game, the game suspension means is capable of suspending the execution of the variable game up to a specified number, The execution conditions of the variable game include a first execution condition and a second execution condition, The first execution condition is a condition that can be established when the number of reserved games in the variable game is 0 and the game ball enters the starting hole when the variable game is not being played and the winning game is not being played, The second execution condition is a condition that can be established after the variable game or the winning game ends when the number of reserved games for the variable game is 1, The length of the hold time from when the hold number of the variable game becomes 1 in response to the game ball entering the starting hole until the second execution condition is established varies depending on the timing when the game ball enters the starting hole, a first determination condition under which the variable content determination means determines the variable content when the first execution condition is established, and a second determination condition under which the variable content determination means determines the variable content when the second execution condition is established, are conditions that may be different from each other, regardless of whether the length of the suspension time when the second execution condition is established is a first time or a second time longer than the first time, A gaming machine characterized in that the second determination condition is a condition in which the content of the change can differ when the pending time when the second execution condition is met is the first time and when it is the second time.
Citation Information
Patent Citations
Pinball game machine
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